ubitODE let vehicles responde faster to changes of some parameters like motors decay times
parent
792e8db456
commit
4d98a291a2
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@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private OdeScene _pParentScene;
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// Vehicle properties
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// WARNING this are working copies for internel use
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// their values may not be the corresponding parameter
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private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
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private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
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@ -244,6 +247,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (pValue < m_timestep) pValue = m_timestep;
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else if (pValue > 120) pValue = 120;
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m_angularMotorDecayTimescale = pValue * m_invtimestep;
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m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
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break;
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case Vehicle.ANGULAR_MOTOR_TIMESCALE:
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if (pValue < m_timestep) pValue = m_timestep;
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@ -293,6 +297,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (pValue < m_timestep) pValue = m_timestep;
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else if (pValue > 120) pValue = 120;
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m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
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m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
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break;
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case Vehicle.LINEAR_MOTOR_TIMESCALE:
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if (pValue < m_timestep) pValue = m_timestep;
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@ -320,7 +325,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (len > 12.566f)
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m_angularMotorDirection *= (12.566f / len);
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m_amEfect = 1.0f / m_angularMotorTimescale; // turn it on
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m_amEfect = 1.0f ; // turn it on
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m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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@ -338,7 +343,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_linearMotorDirection *= (100.0f / len);
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m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
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m_lmEfect = 1.0f / m_linearMotorTimescale; // turn it on
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m_lmEfect = 1.0f; // turn it on
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m_ffactor = 0.01f;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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@ -374,7 +379,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (len > 12.566f)
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m_angularMotorDirection *= (12.566f / len);
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m_amEfect = 1.0f / m_angularMotorTimescale; // turn it on
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m_amEfect = 1.0f; // turn it on
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m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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@ -393,11 +398,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (len > 100.0f)
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m_linearMotorDirection *= (100.0f / len);
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m_lmEfect = 1.0f / m_linearMotorTimescale; // turn it on
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m_lmEfect = 1.0f; // turn it on
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m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
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m_ffactor = 0.01f;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
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@ -776,10 +779,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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float ldampZ = 0;
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// linear motor
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if (m_lmEfect > 0.001 && m_linearMotorTimescale < 1000)
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if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
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{
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tmpV = m_linearMotorDirection - curLocalVel; // velocity error
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tmpV *= m_lmEfect; // error to correct in this timestep
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tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
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tmpV *= rotq; // to world
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if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
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@ -799,9 +802,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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m_lmEfect *= m_lmDecay;
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// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
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m_ffactor = 0;
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m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
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}
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else
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{
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@ -1007,7 +1008,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
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{
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tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
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tmpV *= m_amEfect; // error to correct in this timestep
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tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
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torque.X += tmpV.X * m_ampwr;
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torque.Y += tmpV.Y * m_ampwr;
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torque.Z += tmpV.Z;
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