OpenSimMirror/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
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/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
* call the BulletSim system.
*/
/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
* ODEPrim.cs contains methods dealing with Prim editing, Prim
* characteristics and Kinetic motion.
* ODEDynamics.cs contains methods dealing with Prim Physical motion
* (dynamics) and the associated settings. Old Linear and angular
* motors for dynamic motion have been replace with MoveLinear()
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
* switch between 'VEHICLE' parameter use and general dynamics
* settings use.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
using OpenMetaverse;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSDynamics
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{
private static string LogHeader = "[BULLETSIM VEHICLE]";
private BSScene PhysicsScene { get; set; }
// the prim this dynamic controller belongs to
private BSPrim Prim { get; set; }
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// mass of the vehicle fetched each time we're calles
private float m_vehicleMass;
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// Vehicle properties
public Vehicle Type { get; set; }
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// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
// HOVER_TERRAIN_ONLY
// HOVER_GLOBAL_HEIGHT
// NO_DEFLECTION_UP
// HOVER_WATER_ONLY
// HOVER_UP_ONLY
// LIMIT_MOTOR_UP
// LIMIT_ROLL_ONLY
private Vector3 m_BlockingEndPoint = Vector3.Zero;
private Quaternion m_RollreferenceFrame = Quaternion.Identity;
private Quaternion m_referenceFrame = Quaternion.Identity;
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// Linear properties
private BSVMotor m_linearMotor = new BSVMotor("LinearMotor");
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private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
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
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
private float m_linearMotorDecayTimescale = 0;
private float m_linearMotorTimescale = 0;
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
private Vector3 m_lastPositionVector = Vector3.Zero;
// private bool m_LinearMotorSetLastFrame = false;
// private Vector3 m_linearMotorOffset = Vector3.Zero;
//Angular properties
private BSVMotor m_angularMotor = new BSVMotor("AngularMotor");
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private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
// private int m_angularMotorApply = 0; // application frame counter
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private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
private Vector3 m_lastAngularCorrection = Vector3.Zero;
private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
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//Deflection properties
private float m_angularDeflectionEfficiency = 0;
private float m_angularDeflectionTimescale = 0;
private float m_linearDeflectionEfficiency = 0;
private float m_linearDeflectionTimescale = 0;
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//Banking properties
private float m_bankingEfficiency = 0;
private float m_bankingMix = 0;
private float m_bankingTimescale = 0;
private Vector3 m_lastBanking = Vector3.Zero;
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//Hover and Buoyancy properties
private float m_VhoverHeight = 0f;
private float m_VhoverEfficiency = 0f;
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private float m_VhoverTimescale = 0f;
private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
//Attractor properties
private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction");
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private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 600f; // Timescale > 500 means no vert attractor.
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public BSDynamics(BSScene myScene, BSPrim myPrim)
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{
PhysicsScene = myScene;
Prim = myPrim;
Type = Vehicle.TYPE_NONE;
}
// Return 'true' if this vehicle is doing vehicle things
public bool IsActive
{
get { return Type != Vehicle.TYPE_NONE; }
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}
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
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{
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
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switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f);
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break;
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
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break;
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120);
m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale;
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break;
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
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m_angularMotorTimescale = Math.Max(pValue, 0.01f);
m_angularMotor.TimeScale = m_angularMotorTimescale;
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break;
case Vehicle.BANKING_EFFICIENCY:
m_bankingEfficiency = ClampInRange(-1f, pValue, 1f);
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break;
case Vehicle.BANKING_MIX:
m_bankingMix = Math.Max(pValue, 0.01f);
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break;
case Vehicle.BANKING_TIMESCALE:
m_bankingTimescale = Math.Max(pValue, 0.01f);
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break;
case Vehicle.BUOYANCY:
m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f);
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break;
case Vehicle.HOVER_EFFICIENCY:
m_VhoverEfficiency = ClampInRange(0f, pValue, 1f);
break;
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case Vehicle.HOVER_HEIGHT:
m_VhoverHeight = pValue;
break;
case Vehicle.HOVER_TIMESCALE:
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m_VhoverTimescale = Math.Max(pValue, 0.01f);
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break;
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f);
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break;
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
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break;
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120);
m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale;
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break;
case Vehicle.LINEAR_MOTOR_TIMESCALE:
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m_linearMotorTimescale = Math.Max(pValue, 0.01f);
m_linearMotor.TimeScale = m_linearMotorTimescale;
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break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f);
m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency;
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break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
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m_verticalAttractionTimescale = Math.Max(pValue, 0.01f);
m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale;
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break;
// These are vector properties but the engine lets you use a single float value to
// set all of the components to the same value
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
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break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
m_angularMotor.SetTarget(m_angularMotorDirection);
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break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
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break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
m_linearMotor.SetTarget(m_linearMotorDirection);
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break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
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break;
}
}//end ProcessFloatVehicleParam
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
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{
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
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switch (pParam)
{
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
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break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
// Limit requested angular speed to 2 rps= 4 pi rads/sec
pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f);
pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f);
pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f);
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_angularMotor.SetTarget(m_angularMotorDirection);
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break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
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break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_linearMotor.SetTarget(m_linearMotorDirection);
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break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
case Vehicle.BLOCK_EXIT:
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
}
}//end ProcessVectorVehicleParam
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{
VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
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switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
m_referenceFrame = pValue;
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break;
case Vehicle.ROLL_FRAME:
m_RollreferenceFrame = pValue;
break;
}
}//end ProcessRotationVehicleParam
internal void ProcessVehicleFlags(int pParam, bool remove)
{
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove);
VehicleFlag parm = (VehicleFlag)pParam;
if (pParam == -1)
m_flags = (VehicleFlag)0;
else
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{
if (remove)
m_flags &= ~parm;
else
m_flags |= parm;
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}
}
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internal void ProcessTypeChange(Vehicle pType)
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{
VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType);
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// Set Defaults For Type
Type = pType;
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switch (pType)
{
case Vehicle.TYPE_NONE:
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m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 0;
m_linearMotorDecayTimescale = 0;
m_linearFrictionTimescale = new Vector3(0, 0, 0);
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m_angularMotorDirection = Vector3.Zero;
m_angularMotorDecayTimescale = 0;
m_angularMotorTimescale = 0;
m_angularFrictionTimescale = new Vector3(0, 0, 0);
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m_VhoverHeight = 0;
m_VhoverEfficiency = 0;
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m_VhoverTimescale = 0;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 1;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 1000;
m_verticalAttractionEfficiency = 0;
m_verticalAttractionTimescale = 0;
m_bankingEfficiency = 0;
m_bankingTimescale = 1000;
m_bankingMix = 1;
m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
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m_flags = (VehicleFlag)0;
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break;
case Vehicle.TYPE_SLED:
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120;
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
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m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 1000;
m_angularMotorDecayTimescale = 120;
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_VhoverHeight = 0;
m_VhoverEfficiency = 10; // TODO: this looks wrong!!
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m_VhoverTimescale = 10;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 1;
m_angularDeflectionEfficiency = 1;
m_angularDeflectionTimescale = 1000;
m_verticalAttractionEfficiency = 0;
m_verticalAttractionTimescale = 0;
m_bankingEfficiency = 0;
m_bankingTimescale = 10;
m_bankingMix = 1;
m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
| VehicleFlag.HOVER_TERRAIN_ONLY
| VehicleFlag.HOVER_GLOBAL_HEIGHT
| VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
| VehicleFlag.LIMIT_ROLL_ONLY
| VehicleFlag.LIMIT_MOTOR_UP);
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break;
case Vehicle.TYPE_CAR:
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 1;
m_linearMotorDecayTimescale = 60;
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
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m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 1;
m_angularMotorDecayTimescale = 0.8f;
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_VhoverHeight = 0;
m_VhoverEfficiency = 0;
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m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 2;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 10;
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m_verticalAttractionEfficiency = 1f;
m_verticalAttractionTimescale = 10f;
m_bankingEfficiency = -0.2f;
m_bankingMix = 1;
m_bankingTimescale = 1;
m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
| VehicleFlag.HOVER_TERRAIN_ONLY
| VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
| VehicleFlag.LIMIT_ROLL_ONLY
| VehicleFlag.LIMIT_MOTOR_UP
| VehicleFlag.HOVER_UP_ONLY);
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break;
case Vehicle.TYPE_BOAT:
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60;
m_linearFrictionTimescale = new Vector3(10, 3, 2);
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m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 4;
m_angularFrictionTimescale = new Vector3(10,10,10);
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m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
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m_VhoverTimescale = 2;
m_VehicleBuoyancy = 1;
m_linearDeflectionEfficiency = 0.5f;
m_linearDeflectionTimescale = 3;
m_angularDeflectionEfficiency = 0.5f;
m_angularDeflectionTimescale = 5;
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m_verticalAttractionEfficiency = 0.5f;
m_verticalAttractionTimescale = 5f;
m_bankingEfficiency = -0.3f;
m_bankingMix = 0.8f;
m_bankingTimescale = 1;
m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
| VehicleFlag.HOVER_GLOBAL_HEIGHT
| VehicleFlag.LIMIT_ROLL_ONLY
| VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
| VehicleFlag.LIMIT_MOTOR_UP
| VehicleFlag.HOVER_WATER_ONLY);
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break;
case Vehicle.TYPE_AIRPLANE:
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 2;
m_linearMotorDecayTimescale = 60;
m_linearFrictionTimescale = new Vector3(200, 10, 5);
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m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 4;
m_angularFrictionTimescale = new Vector3(20, 20, 20);
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m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
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m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 0.5f;
m_linearDeflectionTimescale = 3;
m_angularDeflectionEfficiency = 1;
m_angularDeflectionTimescale = 2;
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m_verticalAttractionEfficiency = 0.9f;
m_verticalAttractionTimescale = 2f;
m_bankingEfficiency = 1;
m_bankingMix = 0.7f;
m_bankingTimescale = 2;
m_lastBanking = Vector3.Zero;
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);
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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);
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m_linearMotorDecayTimescale = 60;
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m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 6;
m_angularFrictionTimescale = new Vector3(10, 10, 10);
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m_angularMotorDecayTimescale = 10;
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m_VhoverHeight = 5;
m_VhoverEfficiency = 0.8f;
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m_VhoverTimescale = 10;
m_VehicleBuoyancy = 1;
m_linearDeflectionEfficiency = 0;
m_linearDeflectionTimescale = 5;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 5;
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m_verticalAttractionEfficiency = 1f;
m_verticalAttractionTimescale = 100f;
m_bankingEfficiency = 0;
m_bankingMix = 0.7f;
m_bankingTimescale = 5;
m_lastBanking = Vector3.Zero;
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);
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break;
}
// Update any physical parameters based on this type.
Refresh();
m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
m_linearMotorDecayTimescale, m_linearFrictionTimescale,
1f);
m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale,
m_angularMotorDecayTimescale, m_angularFrictionTimescale,
1f);
m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
BSMotor.Infinite, BSMotor.InfiniteVector,
m_verticalAttractionEfficiency);
// Z goes away and we keep X and Y
m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
// m_bankingMotor = new BSVMotor("BankingMotor", ...);
}
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// Some of the properties of this prim may have changed.
// Do any updating needed for a vehicle
public void Refresh()
{
if (IsActive)
{
// Remember the mass so we don't have to fetch it every step
m_vehicleMass = Prim.Linkset.LinksetMass;
// Friction affects are handled by this vehicle code
float friction = 0f;
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction);
// Moderate angular movement introduced by Bullet.
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
// Maybe compute linear and angular factor and damping from params.
float angularDamping = PhysicsScene.Params.vehicleAngularDamping;
BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping);
// DEBUG DEBUG DEBUG: use uniform inertia to smooth movement added by Bullet
// Vector3 localInertia = new Vector3(1f, 1f, 1f);
Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass);
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr);
VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}",
Prim.LocalID, friction, localInertia, angularDamping);
}
}
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();
}
#region Known vehicle value functions
// Vehicle physical parameters that we buffer from constant getting and setting.
// The "m_known*" variables are initialized to 'null', fetched only if referenced
// and stored back into the physics engine only if updated.
// This does two things: 1) saves continuious calls into unmanaged code, and
// 2) signals when a physics property update must happen back to the simulator
// to update values modified for the vehicle.
private int m_knownChanged;
private float? m_knownTerrainHeight;
private float? m_knownWaterLevel;
private Vector3? m_knownPosition;
private Vector3? m_knownVelocity;
private Vector3? m_knownForce;
private Quaternion? m_knownOrientation;
private Vector3? m_knownRotationalVelocity;
private Vector3? m_knownRotationalForce;
private const int m_knownChangedPosition = 1 << 0;
private const int m_knownChangedVelocity = 1 << 1;
private const int m_knownChangedForce = 1 << 2;
private const int m_knownChangedOrientation = 1 << 3;
private const int m_knownChangedRotationalVelocity = 1 << 4;
private const int m_knownChangedRotationalForce = 1 << 5;
private void ForgetKnownVehicleProperties()
{
m_knownTerrainHeight = null;
m_knownWaterLevel = null;
m_knownPosition = null;
m_knownVelocity = null;
m_knownForce = null;
m_knownOrientation = null;
m_knownRotationalVelocity = null;
m_knownRotationalForce = null;
m_knownChanged = 0;
}
private void PushKnownChanged()
{
if (m_knownChanged != 0)
{
if ((m_knownChanged & m_knownChangedPosition) != 0)
Prim.ForcePosition = VehiclePosition;
if ((m_knownChanged & m_knownChangedOrientation) != 0)
Prim.ForceOrientation = VehicleOrientation;
if ((m_knownChanged & m_knownChangedVelocity) != 0)
{
Prim.ForceVelocity = VehicleVelocity;
BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity);
}
if ((m_knownChanged & m_knownChangedForce) != 0)
Prim.AddForce((Vector3)m_knownForce, false, true);
if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
{
Prim.ForceRotationalVelocity = VehicleRotationalVelocity;
// Fake out Bullet by making it think the velocity is the same as last time.
BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, VehicleRotationalVelocity);
}
if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true);
// If we set one of the values (ie, the physics engine didn't do it) we must force
// an UpdateProperties event to send the changes up to the simulator.
BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
}
}
// Since the computation of terrain height can be a little involved, this routine
// is used ot fetch the height only once for each vehicle simulation step.
private float GetTerrainHeight(Vector3 pos)
{
if (m_knownTerrainHeight == null)
m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
return (float)m_knownTerrainHeight;
}
// Since the computation of water level can be a little involved, this routine
// is used ot fetch the level only once for each vehicle simulation step.
private float GetWaterLevel(Vector3 pos)
{
if (m_knownWaterLevel == null)
m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
return (float)m_knownWaterLevel;
}
private Vector3 VehiclePosition
{
get
{
if (m_knownPosition == null)
m_knownPosition = Prim.ForcePosition;
return (Vector3)m_knownPosition;
}
set
{
m_knownPosition = value;
m_knownChanged |= m_knownChangedPosition;
}
}
private Quaternion VehicleOrientation
{
get
{
if (m_knownOrientation == null)
m_knownOrientation = Prim.ForceOrientation;
return (Quaternion)m_knownOrientation;
}
set
{
m_knownOrientation = value;
m_knownChanged |= m_knownChangedOrientation;
}
}
private Vector3 VehicleVelocity
{
get
{
if (m_knownVelocity == null)
m_knownVelocity = Prim.ForceVelocity;
return (Vector3)m_knownVelocity;
}
set
{
m_knownVelocity = value;
m_knownChanged |= m_knownChangedVelocity;
}
}
private void VehicleAddForce(Vector3 aForce)
{
m_knownForce += aForce;
m_knownChanged |= m_knownChangedForce;
}
private Vector3 VehicleRotationalVelocity
{
get
{
if (m_knownRotationalVelocity == null)
m_knownRotationalVelocity = Prim.ForceRotationalVelocity;
return (Vector3)m_knownRotationalVelocity;
}
set
{
m_knownRotationalVelocity = value;
m_knownChanged |= m_knownChangedRotationalVelocity;
}
}
private void VehicleAddAngularForce(Vector3 aForce)
{
m_knownRotationalForce += aForce;
m_knownChanged |= m_knownChangedRotationalForce;
}
#endregion // Known vehicle value functions
// One step of the vehicle properties for the next 'pTimestep' seconds.
internal void Step(float pTimestep)
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{
if (!IsActive) return;
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ForgetKnownVehicleProperties();
MoveLinear(pTimestep);
MoveAngular(pTimestep);
LimitRotation(pTimestep);
// remember the position so next step we can limit absolute movement effects
m_lastPositionVector = VehiclePosition;
// If we forced the changing of some vehicle parameters, update the values and
// for the physics engine to note the changes so an UpdateProperties event will happen.
PushKnownChanged();
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity);
}
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// Apply the effect of the linear motor and other linear motions (like hover and float).
private void MoveLinear(float pTimestep)
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{
Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep);
// The movement computed in the linear motor is relative to the vehicle
// coordinates. Rotate the movement to world coordinates.
linearMotorContribution *= VehicleOrientation;
// ==================================================================
// Buoyancy: force to overcome gravity.
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// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
Vector3 buoyancyContribution = Prim.PhysicsScene.DefaultGravity * (m_VehicleBuoyancy - 1f);
Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep);
Vector3 hoverContribution = ComputeLinearHover(pTimestep);
ComputeLinearBlockingEndPoint(pTimestep);
Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep);
// ==================================================================
Vector3 newVelocity = linearMotorContribution
+ terrainHeightContribution
+ hoverContribution
+ limitMotorUpContribution;
// If not changing some axis, reduce out velocity
if ((m_flags & (VehicleFlag.NO_X)) != 0)
newVelocity.X = 0;
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
newVelocity.Y = 0;
if ((m_flags & (VehicleFlag.NO_Z)) != 0)
newVelocity.Z = 0;
// ==================================================================
// Clamp high or low velocities
float newVelocityLengthSq = newVelocity.LengthSquared();
// if (newVelocityLengthSq > 1e6f)
if (newVelocityLengthSq > 1000f)
{
newVelocity /= newVelocity.Length();
newVelocity *= 1000f;
}
// else if (newVelocityLengthSq < 1e-6f)
else if (newVelocityLengthSq < 0.001f)
newVelocity = Vector3.Zero;
// ==================================================================
// Stuff new linear velocity into the vehicle.
// Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us.
VehicleVelocity = newVelocity;
// Other linear forces are applied as forces.
Vector3 totalDownForce = buoyancyContribution * m_vehicleMass;
if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f))
{
VehicleAddForce(totalDownForce);
}
VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6},buoyContrib={7}",
Prim.LocalID, newVelocity, totalDownForce,
linearMotorContribution, terrainHeightContribution, hoverContribution,
limitMotorUpContribution, buoyancyContribution
);
} // end MoveLinear()
public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep)
{
Vector3 ret = Vector3.Zero;
// If below the terrain, move us above the ground a little.
// TODO: Consider taking the rotated size of the object or possibly casting a ray.
if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition))
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{
// TODO: correct position by applying force rather than forcing position.
VehiclePosition += new Vector3(0f, 0f, GetTerrainHeight(VehiclePosition) + 2f);
VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
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}
return ret;
}
public Vector3 ComputeLinearHover(float pTimestep)
{
Vector3 ret = Vector3.Zero;
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// 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)
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{
// We should hover, get the target height
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
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{
m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight;
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}
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
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{
m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight;
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}
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
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{
m_VhoverTargetHeight = m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
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{
// If body is already heigher, use its height as target height
if (VehiclePosition.Z > m_VhoverTargetHeight)
m_VhoverTargetHeight = VehiclePosition.Z;
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}
if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
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{
if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f)
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{
Vector3 pos = VehiclePosition;
pos.Z = m_VhoverTargetHeight;
VehiclePosition = pos;
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}
}
else
{
// Error is positive if below the target and negative if above.
float verticalError = m_VhoverTargetHeight - VehiclePosition.Z;
float verticalCorrectionVelocity = verticalError / m_VhoverTimescale;
// TODO: implement m_VhoverEfficiency correctly
if (Math.Abs(verticalError) > m_VhoverEfficiency)
{
ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
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}
}
VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
}
return ret;
}
public bool ComputeLinearBlockingEndPoint(float pTimestep)
{
bool changed = false;
Vector3 pos = VehiclePosition;
Vector3 posChange = pos - m_lastPositionVector;
if (m_BlockingEndPoint != Vector3.Zero)
{
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)
{
VehiclePosition = pos;
VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
}
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}
return changed;
}
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// From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
// Prevent ground vehicles from motoring into the sky.This flag has a subtle effect when
// used with conjunction with banking: the strength of the banking will decay when the
// vehicle no longer experiences collisions. The decay timescale is the same as
// VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering
// when they are in mid jump.
// TODO: this code is wrong. Also, what should it do for boats?
public Vector3 ComputeLinearMotorUp(float pTimestep)
{
Vector3 ret = Vector3.Zero;
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if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
{
// If the vehicle is motoring into the sky, get it going back down.
// float distanceAboveGround = pos.Z - Math.Max(GetTerrainHeight(pos), GetWaterLevel(pos));
float distanceAboveGround = VehiclePosition.Z - GetTerrainHeight(VehiclePosition);
if (distanceAboveGround > 1f)
{
// downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
// downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
ret = new Vector3(0, 0, -distanceAboveGround);
}
// TODO: this calculation is 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.
// TODO: add interaction with banking.
VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
Prim.LocalID, distanceAboveGround, ret);
}
return ret;
}
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// =======================================================================
// =======================================================================
// Apply the effect of the angular motor.
// The 'contribution' is how much angular correction velocity each function wants.
// All the contributions are added together and the orientation of the vehicle
// is changed by all the contributed corrections.
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private void MoveAngular(float pTimestep)
{
// The user wants how many radians per second angular change?
Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
// ==================================================================
// From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
// This flag prevents linear deflection parallel to world z-axis. This is useful
// for preventing ground vehicles with large linear deflection, like bumper cars,
// from climbing their linear deflection into the sky.
// That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
{
angularMotorContribution.X = 0f;
angularMotorContribution.Y = 0f;
VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
}
Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction();
Vector3 deflectionContribution = ComputeAngularDeflection();
Vector3 bankingContribution = ComputeAngularBanking(angularMotorContribution.Z);
// ==================================================================
m_lastVertAttractor = verticalAttractionContribution;
// Sum corrections
m_lastAngularCorrection = angularMotorContribution
+ verticalAttractionContribution
+ deflectionContribution
+ bankingContribution;
// ==================================================================
// Apply the correction velocity.
// TODO: Should this be applied as an angular force (torque)?
if (!m_lastAngularCorrection.ApproxEquals(Vector3.Zero, 0.01f))
{
Vector3 scaledCorrection = m_lastAngularCorrection * pTimestep;
VehicleRotationalVelocity = scaledCorrection;
VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},scaledCorr={6}",
Prim.LocalID,
angularMotorContribution, verticalAttractionContribution,
bankingContribution, deflectionContribution,
m_lastAngularCorrection, scaledCorrection
);
}
else
{
// The vehicle is not adding anything angular wise.
VehicleRotationalVelocity = Vector3.Zero;
VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID);
}
// ==================================================================
//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
// TODO: this computation should be in the linear section
// because that is where 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;
VehicleAddAngularForce(torqueFromOffset * m_vehicleMass);
VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
}
}
public Vector3 ComputeAngularVerticalAttraction()
{
Vector3 ret = Vector3.Zero;
// If vertical attaction timescale is reasonable and we applied an angular force last time...
if (m_verticalAttractionTimescale < 500)
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{
// Take a vector pointing up and convert it from world to vehicle relative coords.
Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
verticalError.Normalize();
// If vertical attraction correction is needed, the vector that was pointing up (UnitZ)
// is now leaning to one side (rotated around the X axis) and the Y value will
// go from zero (nearly straight up) to one (completely to the side) or leaning
// front-to-back (rotated around the Y axis) and the value of X will be between
// zero and one.
// The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees.
// If verticalError.Z is negative, the vehicle is upside down. Add additional push.
if (verticalError.Z < 0f)
{
verticalError.X = 2f - verticalError.X;
verticalError.Y = 2f - verticalError.Y;
}
// Y error means needed rotation around X axis and visa versa.
ret.X = verticalError.Y;
ret.Y = - verticalError.X;
ret.Z = 0f;
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// Scale the correction force by how far we're off from vertical.
// Z error of one says little error. As Z gets smaller, the vehicle is leaning farther over.
// float clampedZError = ClampInRange(0.1f, Math.Abs(verticalError.Z), 1f);
float clampedSqrZError = ClampInRange(0.01f, verticalError.Z * verticalError.Z, 1f);
// float vertForce = 1f / clampedSqrZError * m_verticalAttractionEfficiency;
float vertForce = 1f / clampedSqrZError;
ret *= vertForce;
// Correction happens over a number of seconds.
Vector3 unscaledContrib = ret;
ret /= m_verticalAttractionTimescale;
VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},vertForce={3},eff={4},vertAttr={5}",
Prim.LocalID, verticalError, unscaledContrib, vertForce, m_verticalAttractionEfficiency, ret);
}
return ret;
}
// Return the angular correction to correct the direction the vehicle is pointing to be
// the direction is should want to be pointing.
public Vector3 ComputeAngularDeflection()
{
Vector3 ret = Vector3.Zero;
return ret; // DEBUG DEBUG DEBUG debug the other contributors first
if (m_angularDeflectionEfficiency != 0)
{
// Where the vehicle should want to point relative to the vehicle
Vector3 preferredDirection = Vector3.UnitX * m_referenceFrame;
// Where the vehicle is pointing relative to the vehicle.
Vector3 currentDirection = Vector3.UnitX * Quaternion.Add(VehicleOrientation, m_referenceFrame);
// Difference between where vehicle is pointing and where it should wish to point
Vector3 directionCorrection = preferredDirection - currentDirection;
// Scale the correction by recovery timescale and efficiency
ret = directionCorrection * m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
VDetailLog("{0}, MoveAngular,Deflection,perfDir={1},currentDir={2},dirCorrection={3},ret={4}",
Prim.LocalID, preferredDirection, currentDirection, directionCorrection, ret);
}
return ret;
}
// Return an angular change to tip the vehicle (around X axis) when turning (turned around Z).
// Remembers the last banking value calculated and returns the difference needed this tick.
// TurningFactor is rate going left or right (pos=left, neg=right, scale=0..1).
public Vector3 ComputeAngularBanking(float turningFactor)
{
Vector3 ret = Vector3.Zero;
Vector3 computedBanking = Vector3.Zero;
return ret; // DEBUG DEBUG DEBUG debug the other contributors first
if (m_bankingEfficiency != 0)
{
Vector3 currentDirection = Vector3.UnitX * VehicleOrientation;
float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1);
//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);
// TODO: Must include reference frame.
float forwardSpeed = VehicleVelocity.X;
if (!Prim.IsColliding && forwardSpeed > mix)
{
computedBanking.X = ClampInRange(-3f, turningFactor * (effSquared * mult), 3f);
}
// 'computedBanking' is now how much banking that should be happening.
ret = computedBanking - m_lastBanking;
// Scale the correction by timescale and efficiency
ret /= m_bankingTimescale * m_bankingEfficiency;
VDetailLog("{0}, MoveAngular,Banking,computedB={1},lastB={2},bEff={3},effSq={4},mult={5},mix={6},banking={7}",
Prim.LocalID, computedBanking, m_lastBanking, m_bankingEfficiency, effSquared, mult, mix, ret);
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}
m_lastBanking = computedBanking;
return ret;
}
// This is from previous instantiations of XXXDynamics.cs.
// Applies roll reference frame.
// TODO: is this the right way to separate the code to do this operation?
// Should this be in MoveAngular()?
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internal void LimitRotation(float timestep)
{
Quaternion rotq = VehicleOrientation;
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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)
{
VehicleOrientation = m_rot;
VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
}
}
private float ClampInRange(float low, float val, float high)
{
return Math.Max(low, Math.Min(val, high));
}
// 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);
2011-06-21 00:14:59 +00:00
}
}
}