* Added some limits to the maximum force applied per second by llMoveToTarget. Currently, it's 350 times the mass in newtons applied per second, maximum.

0.6.4-rc1
Teravus Ovares 2009-03-07 00:27:56 +00:00
parent b637a11b58
commit 3a93bb992f
2 changed files with 27 additions and 2 deletions

View File

@ -1500,6 +1500,8 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_usePID)
{
//if (!d.BodyIsEnabled(Body))
//d.BodySetForce(Body, 0f, 0f, 0f);
// If we're using the PID controller, then we have no gravity
fz = (-1 * _parent_scene.gravityz) * m_mass;
@ -1510,7 +1512,8 @@ namespace OpenSim.Region.Physics.OdePlugin
if ((m_PIDTau < 1))
{
PID_G = PID_G / m_PIDTau;
//PID_G = PID_G / m_PIDTau;
m_PIDTau = 1;
}
if ((PID_G - m_PIDTau) <= 0)
@ -1668,6 +1671,20 @@ namespace OpenSim.Region.Physics.OdePlugin
d.BodySetForce(Body, 0, 0, 0);
enableBodySoft();
}
// 35x10 = 350n times the mass per second applied maximum.
float nmax = 35f * m_mass;
float nmin = -35f * m_mass;
if (fx > nmax)
fx = nmax;
if (fx < nmin)
fx = nmin;
if (fy > nmax)
fy = nmax;
if (fy < nmin)
fy = nmin;
d.BodyAddForce(Body, fx, fy, fz);
}
}

View File

@ -482,6 +482,12 @@ namespace OpenSim.Region.Physics.OdePlugin
d.WorldSetGravity(world, gravityx, gravityy, gravityz);
d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
d.WorldSetLinearDamping(world, 256f);
d.WorldSetAngularDamping(world, 256f);
d.WorldSetAngularDampingThreshold(world, 256f);
d.WorldSetLinearDampingThreshold(world, 256f);
d.WorldSetMaxAngularSpeed(world, 256f);
// Set how many steps we go without running collision testing
// This is in addition to the step size.
// Essentially Steps * m_physicsiterations
@ -2296,9 +2302,11 @@ namespace OpenSim.Region.Physics.OdePlugin
// Figure out the Frames Per Second we're going at.
//(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
step_time = 0.09375f;
fps = (step_time/ODE_STEPSIZE) * 1000;
step_time = 0.09375f;
while (step_time > 0.0f)
{
//lock (ode)