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
parent
be176b1e49
commit
303739622c
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@ -470,15 +470,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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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_angularDeflectionTimescale = 10;
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m_verticalAttractionEfficiency = 1;
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m_verticalAttractionTimescale = 1000;
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m_bankingEfficiency = 0;
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m_bankingMix = 1;
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m_bankingTimescale = 10;
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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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m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
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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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break;
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case Vehicle.TYPE_CAR:
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m_linearFrictionTimescale = new Vector3(100, 2, 1000);
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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@ -499,9 +504,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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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_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
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VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
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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_linearFrictionTimescale = new Vector3(10, 3, 2);
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@ -525,12 +534,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_bankingTimescale = 1;
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m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
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VehicleFlag.HOVER_GLOBAL_HEIGHT |
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VehicleFlag.HOVER_UP_ONLY |
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VehicleFlag.LIMIT_ROLL_ONLY);
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VehicleFlag.HOVER_UP_ONLY); // |
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// VehicleFlag.LIMIT_ROLL_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_UP_ONLY | // new sl
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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_linearFrictionTimescale = new Vector3(200, 10, 5);
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m_angularFrictionTimescale = new Vector3(20, 20, 20);
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@ -559,6 +570,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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VehicleFlag.LIMIT_MOTOR_UP);
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m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
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break;
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case Vehicle.TYPE_BALLOON:
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m_linearFrictionTimescale = new Vector3(5, 5, 5);
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m_angularFrictionTimescale = new Vector3(10, 10, 10);
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@ -574,7 +586,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_linearDeflectionTimescale = 5 * m_invtimestep;
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m_angularDeflectionEfficiency = 0;
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m_angularDeflectionTimescale = 5;
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m_verticalAttractionEfficiency = 0f;
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m_verticalAttractionEfficiency = 1f;
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m_verticalAttractionTimescale = 1000f;
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m_bankingEfficiency = 0;
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m_bankingMix = 0.7f;
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@ -583,9 +595,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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VehicleFlag.HOVER_TERRAIN_ONLY |
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VehicleFlag.HOVER_UP_ONLY |
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VehicleFlag.NO_DEFLECTION_UP |
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VehicleFlag.LIMIT_MOTOR_UP);
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m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
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VehicleFlag.HOVER_GLOBAL_HEIGHT);
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VehicleFlag.LIMIT_MOTOR_UP | //);
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VehicleFlag.LIMIT_ROLL_ONLY | // new sl
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VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
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// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
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// VehicleFlag.HOVER_GLOBAL_HEIGHT);
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break;
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}
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@ -768,9 +783,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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// hover
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if (m_VhoverTimescale < 300)
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if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
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{
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d.Vector3 pos = d.BodyGetPosition(Body);
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// d.Vector3 pos = d.BodyGetPosition(Body);
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d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
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pos.Z -= 0.21f; // minor offset that seems to be always there in sl
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float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
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float perr;
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@ -843,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (force.IsFinite())
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{
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AddChange(changes.AddAngForce, force * m_invTimeStep);
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AddChange(changes.AddAngForce, force);
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}
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else
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{
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@ -3217,7 +3217,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void changeAddImpulse(Vector3 impulse)
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{
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m_forceacc += impulse * m_invTimeStep;
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m_forceacc += impulse *m_invTimeStep;
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if (!m_isSelected)
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{
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lock (this)
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