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