* A few fixes to the Linear Motor
parent
b4cb45bb79
commit
68190617b4
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@ -64,6 +64,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private Vector3 m_angularMotorDirection = Vector3.Zero;
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private Vector3 m_linearFrictionTimescale = Vector3.Zero;
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private Vector3 m_linearMotorDirection = Vector3.Zero;
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private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero;
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private Vector3 m_linearMotorOffset = Vector3.Zero;
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private float m_angularDeflectionEfficiency = 0;
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private float m_angularDeflectionTimescale = 0;
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@ -86,7 +87,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private VehicleFlag m_flags = (VehicleFlag) 0;
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private bool m_LinearMotorSetLastFrame = false;
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@ -173,7 +174,7 @@ 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_LinearMotorSetLastFrame = true;
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m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
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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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@ -199,6 +200,7 @@ 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.X, pValue.Y, pValue.Z);
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m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
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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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@ -466,27 +468,31 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
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{
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Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
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m_lastLinearVelocityVector += (addAmount*10);
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// This will work temporarily, but we really need to compare speed on an axis
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if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirection.X))
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m_lastLinearVelocityVector.X = m_linearMotorDirection.X;
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if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirection.Y))
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m_lastLinearVelocityVector.Y = m_linearMotorDirection.Y;
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if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirection.Z))
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m_lastLinearVelocityVector.Z = m_linearMotorDirection.Z;
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//System.Console.WriteLine("add: " + addAmount);
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m_linearMotorDirection -= (m_linearMotorDirection*new Vector3(1, 1, 1)/
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(m_linearMotorDecayTimescale/pTimestep)) * 0.10f;
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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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//Console.WriteLine("add: " + addAmount);
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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;
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//Console.WriteLine("actual: " + m_linearMotorDirection);
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}
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//System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector);
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SetMotorProperties();
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Vector3 decayamount = new Vector3(1,1,1)/(m_linearFrictionTimescale/pTimestep);
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Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
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m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
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//m_linearMotorDirection *= decayamount;
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@ -507,7 +513,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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d.JointSetLMotorAxis(m_lMotor1, 0, 1, dirNorm.X, dirNorm.Y, dirNorm.Z);
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d.JointSetLMotorParam(m_lMotor1, (int)dParam.Vel, m_linearMotorDirection.Length());
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d.JointSetLMotorParam(m_lMotor1, (int)dParam.Vel, m_lastLinearVelocityVector.Length());
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d.JointSetLMotorParam(m_lMotor1, (int)dParam.FMax, 35f * objMass.mass);
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}
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