diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index dbe44de5f4..fe7891e866 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -690,7 +690,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Bullet does a bunch of smoothing for changing parameters. // Since the vehicle is demanding this setting, we override Bullet's smoothing // by telling Bullet the value was the same last time. - PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity); + // PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity); } if ((m_knownChanged & m_knownChangedForce) != 0) @@ -702,7 +702,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) { Prim.ForceRotationalVelocity = m_knownRotationalVelocity; - PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); + // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); } if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) @@ -963,23 +963,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin { // Step the motor from the current value. Get the correction needed this step. Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); - Vector3 linearMotorCorrection = m_linearMotor.Step(pTimestep, currentVel); + Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVel); // Motor is vehicle coordinates. Rotate it to world coordinates - Vector3 linearMotorVelocity = linearMotorCorrection * VehicleOrientation; + Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; // If we're a ground vehicle, don't add any upward Z movement if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) { - if (linearMotorVelocity.Z > 0f) - linearMotorVelocity.Z = 0f; + if (linearMotorVelocityW.Z > 0f) + linearMotorVelocityW.Z = 0f; } // Add this correction to the velocity to make it faster/slower. - VehicleVelocity += linearMotorVelocity; + VehicleVelocity += linearMotorVelocityW; VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}", - Prim.LocalID, VehicleVelocity, linearMotorCorrection, linearMotorVelocity); + Prim.LocalID, VehicleVelocity, linearMotorCorrectionV, linearMotorVelocityW); } public void ComputeLinearTerrainHeightCorrection(float pTimestep) @@ -1123,8 +1123,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin // a downward raycast to find what is below. public void ComputeLinearMotorUp(float pTimestep) { - Vector3 ret = Vector3.Zero; - if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) { // This code tries to decide if the object is not on the ground and then pushing down @@ -1250,8 +1248,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin private void ComputeAngularTurning(float pTimestep) { // The user wants this many radians per second angular change? - Vector3 currentAngular = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation); - Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep, currentAngular); + Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation); + Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV); // ================================================================== // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : @@ -1263,12 +1261,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin // is a linear effect. Where should this check go? if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) { - angularMotorContribution.X = 0f; - angularMotorContribution.Y = 0f; + angularMotorContributionV.X = 0f; + angularMotorContributionV.Y = 0f; } - VehicleRotationalVelocity += angularMotorContribution * VehicleOrientation; - VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); + VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; + VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); } // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: @@ -1284,7 +1282,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // If vertical attaction timescale is reasonable if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { - Vector3 vertContribution = Vector3.Zero; + Vector3 vertContributionV = Vector3.Zero; // Take a vector pointing up and convert it from world to vehicle relative coords. Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; @@ -1299,26 +1297,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Y error means needed rotation around X axis and visa versa. // Since the error goes from zero to one, the asin is the corresponding angle. - vertContribution.X = (float)Math.Asin(verticalError.Y); + vertContributionV.X = (float)Math.Asin(verticalError.Y); // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) - vertContribution.Y = -(float)Math.Asin(verticalError.X); + vertContributionV.Y = -(float)Math.Asin(verticalError.X); // If verticalError.Z is negative, the vehicle is upside down. Add additional push. if (verticalError.Z < 0f) { - vertContribution.X += PIOverFour; + vertContributionV.X += PIOverFour; // vertContribution.Y -= PIOverFour; } // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. // Correction happens over a number of seconds. - Vector3 unscaledContrib = vertContribution; // DEBUG DEBUG - vertContribution /= m_verticalAttractionTimescale; + Vector3 unscaledContrib = vertContributionV; // DEBUG DEBUG + vertContributionV /= m_verticalAttractionTimescale; - VehicleRotationalVelocity += vertContribution * VehicleOrientation; + VehicleRotationalVelocity += vertContributionV * VehicleOrientation; VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", - Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContribution); + Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); } } @@ -1336,7 +1334,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) { - Vector3 deflectContribution = Vector3.Zero; + Vector3 deflectContributionV = Vector3.Zero; // The direction the vehicle is moving Vector3 movingDirection = VehicleVelocity; @@ -1363,13 +1361,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); // Scale the correction by recovery timescale and efficiency - deflectContribution = (-deflectionError) * m_angularDeflectionEfficiency; - deflectContribution /= m_angularDeflectionTimescale; + deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency; + deflectContributionV /= m_angularDeflectionTimescale; - VehicleRotationalVelocity += deflectContribution * VehicleOrientation; + VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", - Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContribution); + Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); } @@ -1410,7 +1408,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { - Vector3 bankingContribution = Vector3.Zero; + Vector3 bankingContributionV = Vector3.Zero; // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. // As the vehicle rolls to the right or left, the Y value will increase from @@ -1428,15 +1426,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); // Build the force vector to change rotation from what it is to what it should be - bankingContribution.Z = -mixedYawAngle; + bankingContributionV.Z = -mixedYawAngle; // Don't do it all at once. - bankingContribution /= m_bankingTimescale; + bankingContributionV /= m_bankingTimescale; - VehicleRotationalVelocity += bankingContribution * VehicleOrientation; + VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", - Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContribution); + Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 731ab7ba52..f80084a7fd 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1619,7 +1619,7 @@ public sealed class BSPrim : BSPhysObject // entprop.RotationalVelocity = OMV.Vector3.Zero; } - DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG + // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG // Undo any center-of-mass displacement that might have been done. if (PositionDisplacement != OMV.Vector3.Zero) @@ -1636,7 +1636,7 @@ public sealed class BSPrim : BSPhysObject _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; - DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG + // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG // The sanity check can change the velocity and/or position. if (IsPhysical && PositionSanityCheck(true))