ubitODE fix applyROtationImpulse, let vehicle hover be relative to root prim and not center of mass ( as SL docs said) updated some flags to current ones

avinationmerge
UbitUmarov 2012-04-29 11:46:16 +01:00
parent be176b1e49
commit 303739622c
2 changed files with 32 additions and 15 deletions

View File

@ -470,15 +470,20 @@ namespace OpenSim.Region.Physics.OdePlugin
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 1;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 1000;
m_angularDeflectionTimescale = 10;
m_verticalAttractionEfficiency = 1;
m_verticalAttractionTimescale = 1000;
m_bankingEfficiency = 0;
m_bankingMix = 1;
m_bankingTimescale = 10;
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);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.LIMIT_MOTOR_UP);
break;
case Vehicle.TYPE_CAR:
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
@ -499,9 +504,13 @@ namespace OpenSim.Region.Physics.OdePlugin
m_bankingEfficiency = -0.2f;
m_bankingMix = 1;
m_bankingTimescale = 1;
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);
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);
break;
case Vehicle.TYPE_BOAT:
m_linearFrictionTimescale = new Vector3(10, 3, 2);
@ -525,12 +534,14 @@ namespace OpenSim.Region.Physics.OdePlugin
m_bankingTimescale = 1;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.LIMIT_ROLL_ONLY);
VehicleFlag.HOVER_UP_ONLY); // |
// VehicleFlag.LIMIT_ROLL_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP |
VehicleFlag.HOVER_UP_ONLY | // new sl
VehicleFlag.HOVER_WATER_ONLY);
break;
case Vehicle.TYPE_AIRPLANE:
m_linearFrictionTimescale = new Vector3(200, 10, 5);
m_angularFrictionTimescale = new Vector3(20, 20, 20);
@ -559,6 +570,7 @@ namespace OpenSim.Region.Physics.OdePlugin
VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
break;
case Vehicle.TYPE_BALLOON:
m_linearFrictionTimescale = new Vector3(5, 5, 5);
m_angularFrictionTimescale = new Vector3(10, 10, 10);
@ -574,7 +586,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_linearDeflectionTimescale = 5 * m_invtimestep;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 5;
m_verticalAttractionEfficiency = 0f;
m_verticalAttractionEfficiency = 1f;
m_verticalAttractionTimescale = 1000f;
m_bankingEfficiency = 0;
m_bankingMix = 0.7f;
@ -583,9 +595,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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);
VehicleFlag.LIMIT_MOTOR_UP | //);
VehicleFlag.LIMIT_ROLL_ONLY | // new sl
VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
// VehicleFlag.HOVER_GLOBAL_HEIGHT);
break;
}
@ -768,9 +783,11 @@ namespace OpenSim.Region.Physics.OdePlugin
}
// hover
if (m_VhoverTimescale < 300)
if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
{
d.Vector3 pos = d.BodyGetPosition(Body);
// d.Vector3 pos = d.BodyGetPosition(Body);
d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
pos.Z -= 0.21f; // minor offset that seems to be always there in sl
float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
float perr;

View File

@ -843,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (force.IsFinite())
{
AddChange(changes.AddAngForce, force * m_invTimeStep);
AddChange(changes.AddAngForce, force);
}
else
{
@ -3217,7 +3217,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private void changeAddImpulse(Vector3 impulse)
{
m_forceacc += impulse * m_invTimeStep;
m_forceacc += impulse *m_invTimeStep;
if (!m_isSelected)
{
lock (this)