Merge branch 'careminster' into careminster-presence-refactor

avinationmerge
Melanie 2010-04-29 23:33:20 +01:00
commit f06772a088
2 changed files with 45 additions and 43 deletions

View File

@ -1025,11 +1025,11 @@ namespace OpenSim.Region.Physics.OdePlugin
// m_iscolliding includes collisions with the ground.
// d.Vector3 pos = d.BodyGetPosition(Body);
if (_target_velocity.X > 0)
if (Math.Abs(_target_velocity.X) > 0)
{
vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
}
if (_target_velocity.Y > 0)
if (Math.Abs(_target_velocity.Y) > 0)
{
vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
}

View File

@ -3395,6 +3395,44 @@ Console.WriteLine(" JointCreateFixed");
//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
{ // if motor or object have motion
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
if (m_angularMotorTimescale < 300.0f)
{
Vector3 attack_error = m_angularMotorDVel - angObjectVel;
float angfactor = m_angularMotorTimescale/timestep;
Vector3 attackAmount = (attack_error/angfactor);
angObjectVel += attackAmount;
//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
}
angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
} // else no signif. motion
//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
// Bank section tba
// Deflection section tba
//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
// Rotation Axis Disables:
if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
{
if (m_angularEnable.X == 0)
angObjectVel.X = 0f;
if (m_angularEnable.Y == 0)
angObjectVel.Y = 0f;
if (m_angularEnable.Z == 0)
angObjectVel.Z = 0f;
}
angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
// Vertical attractor section
Vector3 vertattr = Vector3.Zero;
@ -3419,8 +3457,9 @@ Console.WriteLine(" JointCreateFixed");
}
verterr *= 0.5f;
// verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
if ((!angObjectVel.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
Vector3 xyav = angObjectVel;
xyav.Z = 0.0f;
if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
{
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
@ -3452,46 +3491,9 @@ Console.WriteLine(" JointCreateFixed");
} // else vertical attractor is off
//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
{ // if motor or object have motion
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
if (m_angularMotorTimescale < 300.0f)
{
Vector3 attack_error = m_angularMotorDVel - angObjectVel;
float angfactor = m_angularMotorTimescale/timestep;
Vector3 attackAmount = (attack_error/angfactor);
angObjectVel += attackAmount;
//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
}
angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
} // else no signif. motion
//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
// Bank section tba
// Deflection section tba
//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
m_lastAngularVelocity = angObjectVel;
if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
{
if (m_angularEnable.X == 0)
m_lastAngularVelocity.X = 0f;
if (m_angularEnable.Y == 0)
m_lastAngularVelocity.Y = 0f;
if (m_angularEnable.Z == 0)
m_lastAngularVelocity.Z = 0f;
}
// Apply to the body
// Vector3 aInc = m_lastAngularVelocity - initavel;
//if(frcount == 0) Console.WriteLine("Inc {0}", aInc);
m_lastAngularVelocity = m_lastAngularVelocity * rotq; // ================ Converts to WORLD rotation
// apply Angular Velocity to body
d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);