BulletSim: Fix hover height (boats float at the correct level).
Fix problem of vehicles going crazy when backing up.user_profiles
parent
3d5e3e35b7
commit
df1d7414ad
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@ -856,6 +856,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// The movement computed in the linear motor is relative to the vehicle
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// coordinates. Rotate the movement to world coordinates.
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linearMotorContribution *= VehicleOrientation;
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// All the contributions after this are world relative (mostly Z modifications)
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// ==================================================================
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// Buoyancy: force to overcome gravity.
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@ -982,14 +983,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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float verticalCorrectionVelocity = verticalError / m_VhoverTimescale;
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// TODO: implement m_VhoverEfficiency correctly
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if (Math.Abs(verticalError) > m_VhoverEfficiency)
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{
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ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
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}
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ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
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}
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VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
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Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
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VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},ret={6}",
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Prim.LocalID, VehiclePosition, m_VhoverEfficiency, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, ret);
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}
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return ret;
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@ -1238,6 +1236,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Vector3 movingDirection = VehicleVelocity;
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movingDirection.Normalize();
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// If the vehicle is going backward, it is still pointing forward
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movingDirection *= Math.Sign(VehicleForwardSpeed);
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// The direction the vehicle is pointing
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Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
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pointingDirection.Normalize();
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@ -1246,6 +1247,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Vector3 deflectionError = movingDirection - pointingDirection;
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// Don't try to correct very large errors (not our job)
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// if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X);
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// if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = PIOverTwo * Math.Sign(deflectionError.Y);
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// if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = PIOverTwo * Math.Sign(deflectionError.Z);
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if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f;
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if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f;
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if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f;
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@ -1,9 +1,9 @@
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CURRENT PRIORITIES
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=================================================
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Avatars walking up stairs
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Avatars walking up stairs (HALF DONE)
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Vehicle movement on terrain smoothness
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limitMotorUp calibration (more down?)
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Preferred orientatino angular correction fix
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Preferred orientation angular correction fix
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Surfboard go wonky when turning
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Angular motor direction is global coordinates rather than local coordinates?
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Boats float low in the water
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