Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
6f5222e863
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@ -1028,6 +1028,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation);
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Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV);
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// Friction reduces vehicle motion
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Vector3 frictionFactorW = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep);
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linearMotorCorrectionV -= (currentVelV * frictionFactorW);
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// Motor is vehicle coordinates. Rotate it to world coordinates
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Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation;
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@ -1041,9 +1045,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Add this correction to the velocity to make it faster/slower.
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VehicleVelocity += linearMotorVelocityW;
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// Friction reduces vehicle motion
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Vector3 frictionFactorW = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep) * VehicleOrientation;
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VehicleVelocity -= (VehicleVelocity * frictionFactorW);
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VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}",
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ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV,
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@ -1337,11 +1339,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// angularMotorContributionV.Y = 0f;
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// }
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// Reduce any velocity by friction.
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Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
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angularMotorContributionV -= (currentAngularV * frictionFactorW);
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VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
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// Reduce any velocity by friction.
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Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep) * VehicleOrientation;
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VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactorW);
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VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV);
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}
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