ChODE Object Linear Motion update
parent
a964431c21
commit
66692f90e3
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@ -83,13 +83,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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// private IntPtr m_jointGroup = IntPtr.Zero;
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// private IntPtr m_aMotor = IntPtr.Zero;
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// Correction factors, to match Sl
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private static float m_linearVelocityFactor = 0.9f;
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private static float m_linearAttackFactor = 0.4f;
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private static float m_linearDecayFactor = 0.5f;
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private static float m_linearFrictionFactor = 1.2f;
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// Vehicle properties
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private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
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// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
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@ -103,15 +96,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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// LIMIT_ROLL_ONLY
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// Linear properties
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private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
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private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL, for max limiting
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private Vector3 m_dir = Vector3.Zero; // velocity applied to body
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private Vector3 m_linearFrictionTimescale = Vector3.Zero;
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private float m_linearMotorDecayTimescale = 0;
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private float m_linearMotorTimescale = 0;
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private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
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// private bool m_LinearMotorSetLastFrame = false;
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// private Vector3 m_linearMotorOffset = Vector3.Zero;
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private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
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//requested by LSL
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private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
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private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
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private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
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private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
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private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
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private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
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//Angular properties
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private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
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@ -241,7 +234,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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break;
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
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m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
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UpdateLinDecay();
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break;
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case Vehicle.LINEAR_MOTOR_OFFSET:
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// m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
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@ -273,9 +266,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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pValue *= m_linearVelocityFactor;
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m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, decayed by time
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m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
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m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
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UpdateLinDecay();
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break;
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case Vehicle.LINEAR_MOTOR_OFFSET:
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// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
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@ -304,7 +296,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.TYPE_SLED:
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m_linearFrictionTimescale = new Vector3(30, 1, 1000);
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_linearMotorDirection = Vector3.Zero;
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// m_lLinMotorVel = Vector3.Zero;
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m_linearMotorTimescale = 1000;
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m_linearMotorDecayTimescale = 120;
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m_angularMotorDirection = Vector3.Zero;
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@ -330,7 +322,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.TYPE_CAR:
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m_linearFrictionTimescale = new Vector3(100, 2, 1000);
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_linearMotorDirection = Vector3.Zero;
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// m_lLinMotorVel = Vector3.Zero;
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m_linearMotorTimescale = 1;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorDirection = Vector3.Zero;
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@ -357,7 +349,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.TYPE_BOAT:
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m_linearFrictionTimescale = new Vector3(10, 3, 2);
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m_angularFrictionTimescale = new Vector3(10,10,10);
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m_linearMotorDirection = Vector3.Zero;
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// m_lLinMotorVel = Vector3.Zero;
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m_linearMotorTimescale = 5;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorDirection = Vector3.Zero;
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@ -385,7 +377,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.TYPE_AIRPLANE:
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m_linearFrictionTimescale = new Vector3(200, 10, 5);
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m_angularFrictionTimescale = new Vector3(20, 20, 20);
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m_linearMotorDirection = Vector3.Zero;
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// m_lLinMotorVel = Vector3.Zero;
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m_linearMotorTimescale = 2;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorDirection = Vector3.Zero;
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@ -412,7 +404,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.TYPE_BALLOON:
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m_linearFrictionTimescale = new Vector3(5, 5, 5);
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m_angularFrictionTimescale = new Vector3(10, 10, 10);
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorTimescale = 5;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorDirection = Vector3.Zero;
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@ -453,7 +444,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
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return;
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frcount++; // used to limit debug comment output
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if (frcount > 100)
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if (frcount > 24)
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frcount = 0;
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MoveLinear(pTimestep, pParentScene);
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@ -463,63 +454,90 @@ namespace OpenSim.Region.Physics.OdePlugin
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internal void Halt()
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{ // Kill all motions, when non-physical
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorDirectionLASTSET = Vector3.Zero;
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m_dir = Vector3.Zero;
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m_lastLinearVelocityVector = Vector3.Zero;
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m_lLinMotorDVel = Vector3.Zero;
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m_lLinObjectVel = Vector3.Zero;
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m_wLinObjectVel = Vector3.Zero;
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m_angularMotorDirection = Vector3.Zero;
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m_angularMotorVelocity = Vector3.Zero;
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m_lastAngularVelocity = Vector3.Zero;
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}
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private void UpdateLinDecay()
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{
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if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
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if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
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if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
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} // else let the motor decay on its own
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private void MoveLinear(float pTimestep, OdeScene _pParentScene)
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{
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if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
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{
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if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
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Vector3 acceleration = new Vector3(0f, 0f, 0f);
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// add drive to body
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float linfactor = m_linearMotorTimescale/pTimestep;
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// Linear accel
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Vector3 addAmount1 = (m_linearMotorDirection/linfactor) * 0.8f;
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// Differential accel
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Vector3 addAmount2 = ((m_linearMotorDirection - m_lastLinearVelocityVector)/linfactor) * 1.6f;
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// SL correction
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Vector3 addAmount = (addAmount1 + addAmount2) * m_linearAttackFactor;
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m_lastLinearVelocityVector += addAmount; // lastLinearVelocityVector is the current body velocity vector
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//if(frcount == 0) Console.WriteLine("AL {0} + AD {1} AS{2} V {3}", addAmount1, addAmount2, addAmount, m_lastLinearVelocityVector);
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// This will work temporarily, but we really need to compare speed on an axis
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// KF: Limit body velocity to applied velocity?
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if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
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m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
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if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
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m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
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if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
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m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
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// decay applied velocity
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Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
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//Console.WriteLine("decay: " + decayfraction);
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m_linearMotorDirection -= m_linearMotorDirection * decayfraction * m_linearDecayFactor;
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//Console.WriteLine("actual: " + m_linearMotorDirection);
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}
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else
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{ // requested is not significant
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// if what remains of applied is small, zero it.
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if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
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m_lastLinearVelocityVector = Vector3.Zero;
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}
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// convert requested object velocity to world-referenced vector
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m_dir = m_lastLinearVelocityVector;
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d.Quaternion rot = d.BodyGetQuaternion(Body);
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Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
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m_dir *= rotq; // apply obj rotation to velocity vector
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Quaternion irotq = Quaternion.Inverse(rotq);
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d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
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Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
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acceleration = vel_now - m_wLinObjectVel;
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m_lLinObjectVel = vel_now * irotq;
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// add Gravity and Buoyancy
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// KF: So far I have found no good method to combine a script-requested
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// .Z velocity and gravity. Therefore only 0g will used script-requested
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// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
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if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
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{
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if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
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{
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float decayfactor = m_linearMotorDecayTimescale/pTimestep;
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Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
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m_lLinMotorDVel -= decayAmount;
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}
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else
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{
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float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
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Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * pTimestep;
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m_lLinMotorDVel -= decel;
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}
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if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
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{
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m_lLinMotorDVel = Vector3.Zero;
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}
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else
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{
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if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
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if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
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if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
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}
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}
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if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
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{
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if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
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if (m_linearMotorTimescale < 300.0f)
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{
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Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
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float linfactor = m_linearMotorTimescale/pTimestep;
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Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
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m_lLinObjectVel += attackAmount;
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}
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if (m_linearFrictionTimescale.X < 300.0f)
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{
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float fricfactor = m_linearFrictionTimescale.X / pTimestep;
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float fricX = m_lLinObjectVel.X / fricfactor;
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m_lLinObjectVel.X -= fricX;
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}
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if (m_linearFrictionTimescale.Y < 300.0f)
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{
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float fricfactor = m_linearFrictionTimescale.Y / pTimestep;
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float fricY = m_lLinObjectVel.Y / fricfactor;
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m_lLinObjectVel.Y -= fricY;
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}
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if (m_linearFrictionTimescale.Z < 300.0f)
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{
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float fricfactor = m_linearFrictionTimescale.Z / pTimestep;
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float fricZ = m_lLinObjectVel.Z / fricfactor;
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m_lLinObjectVel.Z -= fricZ;
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}
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}
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m_wLinObjectVel = m_lLinObjectVel * rotq;
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// Add Gravity and Buoyancy
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Vector3 grav = Vector3.Zero;
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if(m_VehicleBuoyancy < 1.0f)
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{
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@ -528,10 +546,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.Mass objMass;
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d.BodyGetMass(Body, out objMass);
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// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
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grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
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// Preserve the current Z velocity
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d.Vector3 vel_now = d.BodyGetLinearVel(Body);
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m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
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grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
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} // else its 1.0, no gravity.
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// Check if hovering
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@ -567,24 +582,24 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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d.Mass objMass;
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d.BodyGetMass(Body, out objMass);
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m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
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m_wLinObjectVel.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
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//KF: m_VhoverEfficiency is not yet implemented
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}
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else
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{
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m_dir.Z = 0f;
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m_wLinObjectVel.Z = 0f;
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}
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}
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else
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{ // not hovering, Gravity rules
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m_wLinObjectVel.Z = vel_now.Z;
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//if(frcount == 0) Console.WriteLine(" Z {0} a.Z {1}", m_wLinObjectVel.Z, acceleration.Z);
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}
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// Apply velocity
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d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
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d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z);
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// apply gravity force
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d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
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// apply friction
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Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
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m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount * m_linearFrictionFactor;
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//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
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} // end MoveLinear()
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private void MoveAngular(float pTimestep)
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@ -633,7 +648,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if(m_verticalAttractionTimescale < 300)
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{
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float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
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float VAservo = 0.0167f / (m_verticalAttractionTimescale * pTimestep);
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// get present body rotation
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d.Quaternion rot = d.BodyGetQuaternion(Body);
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Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
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@ -229,7 +229,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public int bodyFramesAutoDisable = 20;
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protected DateTime m_lastframe = DateTime.UtcNow;
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private DateTime m_lastframe = DateTime.UtcNow;
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private float[] _watermap;
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private bool m_filterCollisions = true;
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