* 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.
parent
b637a11b58
commit
3a93bb992f
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@ -1500,6 +1500,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_usePID)
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{
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//if (!d.BodyIsEnabled(Body))
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//d.BodySetForce(Body, 0f, 0f, 0f);
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// If we're using the PID controller, then we have no gravity
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fz = (-1 * _parent_scene.gravityz) * m_mass;
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@ -1510,7 +1512,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if ((m_PIDTau < 1))
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{
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PID_G = PID_G / m_PIDTau;
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//PID_G = PID_G / m_PIDTau;
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m_PIDTau = 1;
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}
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if ((PID_G - m_PIDTau) <= 0)
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@ -1668,6 +1671,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodySetForce(Body, 0, 0, 0);
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enableBodySoft();
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}
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// 35x10 = 350n times the mass per second applied maximum.
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float nmax = 35f * m_mass;
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float nmin = -35f * m_mass;
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if (fx > nmax)
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fx = nmax;
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if (fx < nmin)
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fx = nmin;
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if (fy > nmax)
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fy = nmax;
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if (fy < nmin)
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fy = nmin;
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d.BodyAddForce(Body, fx, fy, fz);
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}
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}
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@ -482,6 +482,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.WorldSetGravity(world, gravityx, gravityy, gravityz);
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d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
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d.WorldSetLinearDamping(world, 256f);
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d.WorldSetAngularDamping(world, 256f);
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d.WorldSetAngularDampingThreshold(world, 256f);
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d.WorldSetLinearDampingThreshold(world, 256f);
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d.WorldSetMaxAngularSpeed(world, 256f);
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// Set how many steps we go without running collision testing
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// This is in addition to the step size.
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// Essentially Steps * m_physicsiterations
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@ -2296,9 +2302,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Figure out the Frames Per Second we're going at.
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//(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
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step_time = 0.09375f;
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fps = (step_time/ODE_STEPSIZE) * 1000;
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step_time = 0.09375f;
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while (step_time > 0.0f)
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{
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//lock (ode)
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