* It turns out vehicle Angular Motor direction is always in global space.
parent
dd0fa5745e
commit
c5a3ff231f
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@ -49,6 +49,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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get { return m_body; }
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get { return m_body; }
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}
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}
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private int frcount = 0;
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private float frmod = 3.0f;
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private Vehicle m_type = Vehicle.TYPE_NONE;
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private Vehicle m_type = Vehicle.TYPE_NONE;
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private OdeScene m_parentScene = null;
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private OdeScene m_parentScene = null;
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private IntPtr m_body = IntPtr.Zero;
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private IntPtr m_body = IntPtr.Zero;
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@ -312,9 +315,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
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if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
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return;
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return;
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frcount++;
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if (frcount > 100)
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frcount = 0;
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VerticalAttractor(pTimestep);
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VerticalAttractor(pTimestep);
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LinearMotor(pTimestep);
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LinearMotor(pTimestep);
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AngularMotor(pTimestep);
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AngularMotor(pTimestep);
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}
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}
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private void SetDefaultsForType(Vehicle pType)
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private void SetDefaultsForType(Vehicle pType)
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@ -474,10 +484,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, 1.0f, out head);
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d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, 1.0f, out head);
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float posture = head.Z - feet.Z;
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float posture = head.Z - feet.Z;
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//Console.WriteLine(String.Format("head: <{0},{1},{2}>, feet:<{3},{4},{5}> diff:<{6},{7},{8}>", head.X, head.Y, head.Z, feet.X,
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// feet.Y, feet.Z, head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z));
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//Console.WriteLine(String.Format("diff:<{0},{1},{2}>",head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z));
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// restoring force proportional to lack of posture:
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// restoring force proportional to lack of posture:
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float servo = (2.5f - posture) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass;
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float servo = (2.5f - posture) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass;
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d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
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d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
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d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
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d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
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//d.BodyAddTorque(m_body, (head.X - feet.X) * servo, (head.Y - feet.Y) * servo, (head.Z - feet.Z) * servo);
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//d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
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//d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
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//m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
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//m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
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}
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}
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@ -580,14 +595,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.Mass objMass;
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d.Mass objMass;
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d.BodyGetMass(Body, out objMass);
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d.BodyGetMass(Body, out objMass);
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d.Quaternion rot = d.BodyGetQuaternion(Body);
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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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//Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
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Vector3 axis0 = Vector3.UnitX;
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Vector3 axis0 = Vector3.UnitX;
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Vector3 axis1 = Vector3.UnitY;
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Vector3 axis1 = Vector3.UnitY;
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Vector3 axis2 = Vector3.UnitZ;
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Vector3 axis2 = Vector3.UnitZ;
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axis0 *= rotq;
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//axis0 *= rotq;
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axis1 *= rotq;
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//axis1 *= rotq;
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axis2 *= rotq;
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//axis2 *= rotq;
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if (m_aMotor != IntPtr.Zero)
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if (m_aMotor != IntPtr.Zero)
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@ -604,5 +620,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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}
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}
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}
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}
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}
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