BulletSim: some formatting changes.
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@ -1360,18 +1360,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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//Another formula to try got from :
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//http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html
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Vector3 VehicleUpAxis = Vector3.UnitZ * VehicleOrientation;
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//Flipping what was originally a timescale into a speed variable and then multiplying it by 2 since only computing half
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//the distance between the angles.
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// Flipping what was originally a timescale into a speed variable and then multiplying it by 2
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// since only computing half the distance between the angles.
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float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f;
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//making a prediction of where the up axis will be when this is applied rather then where it is now this makes for a smoother
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//adjustment and less fighting between the various forces
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// Make a prediction of where the up axis will be when this is applied rather then where it is now as
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// this makes for a smoother adjustment and less fighting between the various forces.
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Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f);
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//this is only half the distance to the target so it will take 2 seconds to complete the turn.
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// This is only half the distance to the target so it will take 2 seconds to complete the turn.
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Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ);
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//Scaling vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared
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// Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared
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Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed;
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VehicleRotationalVelocity += vertContributionV;
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VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}",
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ControllingPrim.LocalID,
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VehicleUpAxis,
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