BulletSim: add parameter to optionally disable vehicle linear deflection.
Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.cpu-performance
parent
065f8f56a2
commit
2c761cef19
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@ -905,6 +905,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation));
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return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation));
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}
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}
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}
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}
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private float VehicleForwardSpeed
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private float VehicleForwardSpeed
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{
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{
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get
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get
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@ -1040,6 +1041,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Vector3 linearDeflectionV = Vector3.Zero;
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Vector3 linearDeflectionV = Vector3.Zero;
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Vector3 velocityV = VehicleForwardVelocity;
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Vector3 velocityV = VehicleForwardVelocity;
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if (BSParam.VehicleEnableLinearDeflection)
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{
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// Velocity in Y and Z dimensions is movement to the side or turning.
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// Velocity in Y and Z dimensions is movement to the side or turning.
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// Compute deflection factor from the to the side and rotational velocity
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// Compute deflection factor from the to the side and rotational velocity
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linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y);
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linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y);
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@ -1055,12 +1058,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Subtract the sideways and rotational velocity deflection factors while adding the correction forward
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// Subtract the sideways and rotational velocity deflection factors while adding the correction forward
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linearDeflectionV *= new Vector3(1, -1, -1);
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linearDeflectionV *= new Vector3(1, -1, -1);
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// Correciont is vehicle relative. Convert to world coordinates and add to the velocity
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// Correction is vehicle relative. Convert to world coordinates.
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VehicleVelocity += linearDeflectionV * VehicleOrientation;
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Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation;
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// Optionally, if not colliding, don't effect world downward velocity. Let falling things fall.
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if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.IsColliding)
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{
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linearDeflectionW.Z = 0f;
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}
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VehicleVelocity += linearDeflectionW;
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VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}",
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VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}",
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ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV);
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ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV);
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}
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}
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}
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public void ComputeLinearTerrainHeightCorrection(float pTimestep)
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public void ComputeLinearTerrainHeightCorrection(float pTimestep)
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{
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{
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@ -155,6 +155,8 @@ public static class BSParam
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public static Vector3 VehicleInertiaFactor { get; private set; }
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public static Vector3 VehicleInertiaFactor { get; private set; }
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public static float VehicleGroundGravityFudge { get; private set; }
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public static float VehicleGroundGravityFudge { get; private set; }
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public static float VehicleAngularBankingTimescaleFudge { get; private set; }
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public static float VehicleAngularBankingTimescaleFudge { get; private set; }
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public static bool VehicleEnableLinearDeflection { get; private set; }
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public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; }
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public static bool VehicleEnableAngularVerticalAttraction { get; private set; }
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public static bool VehicleEnableAngularVerticalAttraction { get; private set; }
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public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; }
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public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; }
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public static bool VehicleEnableAngularDeflection { get; private set; }
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public static bool VehicleEnableAngularDeflection { get; private set; }
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@ -609,10 +611,14 @@ public static class BSParam
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0.2f ),
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0.2f ),
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new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
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new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
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60.0f ),
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60.0f ),
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new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",
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true ),
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new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles",
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true ),
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new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect",
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new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect",
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true ),
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true ),
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new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.",
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new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.",
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1 ),
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0 ),
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new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect",
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new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect",
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true ),
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true ),
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new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
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new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
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