diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index bf8a004468..7757584f9b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -84,7 +84,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL - private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body private Vector3 m_linearFrictionTimescale = Vector3.Zero; private float m_linearMotorDecayTimescale = 0; private float m_linearMotorTimescale = 0; @@ -577,15 +576,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if (!IsActive) return; - // DEBUG - // Because Bullet does apply forces to the vehicle, our last computed - // linear and angular velocities are not what is happening now. - // Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity; - // m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep; - // m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time - // m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG: - // END DEBUG - MoveLinear(pTimestep); // Commented out for debug MoveAngular(pTimestep); @@ -612,67 +602,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Also does hover and float. private void MoveLinear(float pTimestep) { - /* - // m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates - // m_lastLinearVelocityVector is the current speed we are moving in that direction - if (m_linearMotorDirection.LengthSquared() > 0.001f) - { - Vector3 origDir = m_linearMotorDirection; // DEBUG - Vector3 origVel = m_lastLinearVelocityVector; // DEBUG - // DEBUG: the vehicle velocity rotated to be relative to vehicle coordinates for comparison - Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG - - // Add (desiredVelocity - lastAppliedVelocity) / howLongItShouldTakeToComplete - Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep; - m_lastLinearVelocityVector += addAmount; - - float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep; - m_linearMotorDirection *= (1f - decayFactor); - - // Rotate new object velocity from vehicle relative to world coordinates - m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation; - - // Apply friction for next time - Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep; - m_lastLinearVelocityVector *= (Vector3.One - frictionFactor); - - VDetailLog("{0},MoveLinear,nonZero,origlmDir={1},origlvVel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lvVec={8},newVel={9}", - Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor, - m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity); - } - else - { - // if what remains of direction is very small, zero it. - m_linearMotorDirection = Vector3.Zero; - m_lastLinearVelocityVector = Vector3.Zero; - m_newVelocity = Vector3.Zero; - - VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); - } - */ - - m_newVelocity = m_linearMotor.Step(pTimestep); + Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); // Rotate new object velocity from vehicle relative to world coordinates - m_newVelocity *= Prim.ForceOrientation; - - // m_newVelocity is velocity computed from linear motor in world coordinates + linearMotorContribution *= Prim.ForceOrientation; + // ================================================================== // Gravity and Buoyancy // There is some gravity, make a gravity force vector that is applied after object velocity. // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); - /* - * RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ... - // Preserve the current Z velocity - Vector3 vel_now = m_prim.Velocity; - m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity - */ - + // Current vehicle position Vector3 pos = Prim.ForcePosition; -// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); + // ================================================================== + Vector3 terrainHeightContribution = Vector3.Zero; // If below the terrain, move us above the ground a little. float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. @@ -687,6 +632,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); } + // ================================================================== + Vector3 hoverContribution = Vector3.Zero; // Check if hovering // m_VhoverEfficiency: 0=bouncy, 1=totally damped // m_VhoverTimescale: time to achieve height @@ -726,24 +673,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin // RA: where does the 50 come from? float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); // Replace Vertical speed with correction figure if significant - if (Math.Abs(verticalError) > 0.01f) + if (verticalError > 0.01f) { - m_newVelocity.Z += verticalCorrectionVelocity; + hoverContribution = new Vector3(0f, 0f, verticalCorrectionVelocity); //KF: m_VhoverEfficiency is not yet implemented } else if (verticalError < -0.01) { - m_newVelocity.Z -= verticalCorrectionVelocity; - } - else - { - m_newVelocity.Z = 0f; + hoverContribution = new Vector3(0f, 0f, -verticalCorrectionVelocity); } } - VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); + VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", + Prim.LocalID, pos, hoverContribution, m_VhoverHeight, m_VhoverTargetHeight); } + // ================================================================== Vector3 posChange = pos - m_lastPositionVector; if (m_BlockingEndPoint != Vector3.Zero) { @@ -781,60 +726,66 @@ namespace OpenSim.Region.Physics.BulletSPlugin } } - #region downForce - Vector3 downForce = Vector3.Zero; - + // ================================================================== + Vector3 limitMotorUpContribution = Vector3.Zero; if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) { // If the vehicle is motoring into the sky, get it going back down. - // Is this an angular force or both linear and angular?? float distanceAboveGround = pos.Z - terrainHeight; - if (distanceAboveGround > 2f) + if (distanceAboveGround > 1f) { // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); - downForce = new Vector3(0, 0, -distanceAboveGround); + limitMotorUpContribution = new Vector3(0, 0, -distanceAboveGround); } // TODO: this calculation is all wrong. From the description at // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce // has a decay factor. This says this force should // be computed with a motor. VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", - Prim.LocalID, distanceAboveGround, downForce); + Prim.LocalID, distanceAboveGround, limitMotorUpContribution); } - #endregion // downForce + + // ================================================================== + Vector3 newVelocity = linearMotorContribution + + terrainHeightContribution + + hoverContribution + + limitMotorUpContribution; // If not changing some axis, reduce out velocity if ((m_flags & (VehicleFlag.NO_X)) != 0) - m_newVelocity.X = 0; + newVelocity.X = 0; if ((m_flags & (VehicleFlag.NO_Y)) != 0) - m_newVelocity.Y = 0; + newVelocity.Y = 0; if ((m_flags & (VehicleFlag.NO_Z)) != 0) - m_newVelocity.Z = 0; + newVelocity.Z = 0; + // ================================================================== // Clamp REALLY high or low velocities - float newVelocityLengthSq = m_newVelocity.LengthSquared(); + float newVelocityLengthSq = newVelocity.LengthSquared(); if (newVelocityLengthSq > 1e6f) { - m_newVelocity /= m_newVelocity.Length(); - m_newVelocity *= 1000f; + newVelocity /= newVelocity.Length(); + newVelocity *= 1000f; } else if (newVelocityLengthSq < 1e-6f) - m_newVelocity = Vector3.Zero; + newVelocity = Vector3.Zero; + // ================================================================== // Stuff new linear velocity into the vehicle - Prim.ForceVelocity = m_newVelocity; + Prim.ForceVelocity = newVelocity; // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG - Vector3 totalDownForce = downForce + grav; + // Other linear forces are applied as forces. + Vector3 totalDownForce = grav * m_vehicleMass; if (totalDownForce != Vector3.Zero) { - Prim.AddForce(totalDownForce * m_vehicleMass, false); - // Prim.ApplyForceImpulse(totalDownForce * m_vehicleMass, false); + Prim.AddForce(totalDownForce, false); } VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", - Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, Prim.Velocity, totalDownForce); + Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, + newVelocity, Prim.Velocity, totalDownForce); } // end MoveLinear()