BulletSim: add INI parameter for angular banking timescale fudge parameter.
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fc84ebb819
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464201b41d
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@ -1437,21 +1437,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// As the vehicle rolls to the right or left, the Y value will increase from
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// zero (straight up) to 1 or -1 (full tilt right or left)
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Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation;
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// Figure out the yaw value for this much roll.
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// Squared because that seems to give a good value
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// float yawAngle = (float)Math.Asin(rollComponents.X * rollComponents.X) * m_bankingEfficiency;
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float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency;
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// actual error = static turn error + dynamic turn error
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float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed);
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// TODO: the banking effect should not go to infinity but what to limit it to? and what should happen when this is
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// being added to a user defined yaw that is already PI*4?
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// TODO: the banking effect should not go to infinity but what to limit it to?
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// And what should happen when this is being added to a user defined yaw that is already PI*4?
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mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12);
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// Build the force vector to change rotation from what it is to what it should be
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bankingContributionV.Z = -mixedYawAngle;
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// Don't do it all at once. 60 becouse 1 second is too fast with most user defined roll as PI*4
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bankingContributionV /= m_bankingTimescale*60;
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// Don't do it all at once. Fudge because 1 second is too fast with most user defined roll as PI*4.
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bankingContributionV /= m_bankingTimescale * BSParam.VehicleAngularBankingTimescaleFudge;
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//VehicleRotationalVelocity += bankingContributionV * VehicleOrientation;
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VehicleRotationalVelocity += bankingContributionV;
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@ -123,6 +123,7 @@ public static class BSParam
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public static Vector3 VehicleLinearFactor { get; private set; }
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public static Vector3 VehicleAngularFactor { 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 bool VehicleDebuggingEnabled { get; private set; }
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// Linkset implementation parameters
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@ -543,10 +544,14 @@ public static class BSParam
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0.0f,
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(s) => { return VehicleRestitution; },
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(s,v) => { VehicleRestitution = v; } ),
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new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
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new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
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0.2f,
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(s) => { return VehicleGroundGravityFudge; },
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(s,v) => { VehicleGroundGravityFudge = v; } ),
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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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(s) => { return VehicleAngularBankingTimescaleFudge; },
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(s,v) => { VehicleAngularBankingTimescaleFudge = v; } ),
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new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
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false,
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(s) => { return VehicleDebuggingEnabled; },
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