Merge branch 'careminster' into careminster-presence-refactor
commit
f06772a088
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@ -1025,11 +1025,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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// m_iscolliding includes collisions with the ground.
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// d.Vector3 pos = d.BodyGetPosition(Body);
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if (_target_velocity.X > 0)
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if (Math.Abs(_target_velocity.X) > 0)
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{
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vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
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}
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if (_target_velocity.Y > 0)
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if (Math.Abs(_target_velocity.Y) > 0)
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{
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vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
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}
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@ -3395,6 +3395,44 @@ Console.WriteLine(" JointCreateFixed");
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//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
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if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
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{ // if motor or object have motion
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if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
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if (m_angularMotorTimescale < 300.0f)
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{
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Vector3 attack_error = m_angularMotorDVel - angObjectVel;
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float angfactor = m_angularMotorTimescale/timestep;
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Vector3 attackAmount = (attack_error/angfactor);
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angObjectVel += attackAmount;
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//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
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//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
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}
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angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
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angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
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angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
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} // else no signif. motion
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//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
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// Bank section tba
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// Deflection section tba
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//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
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// Rotation Axis Disables:
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if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
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{
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if (m_angularEnable.X == 0)
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angObjectVel.X = 0f;
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if (m_angularEnable.Y == 0)
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angObjectVel.Y = 0f;
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if (m_angularEnable.Z == 0)
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angObjectVel.Z = 0f;
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}
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angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
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// Vertical attractor section
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Vector3 vertattr = Vector3.Zero;
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@ -3419,8 +3457,9 @@ Console.WriteLine(" JointCreateFixed");
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}
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verterr *= 0.5f;
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// verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
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if ((!angObjectVel.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
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Vector3 xyav = angObjectVel;
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xyav.Z = 0.0f;
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if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
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{
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// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
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// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
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@ -3452,46 +3491,9 @@ Console.WriteLine(" JointCreateFixed");
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} // else vertical attractor is off
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//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
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if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
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{ // if motor or object have motion
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if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
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if (m_angularMotorTimescale < 300.0f)
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{
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Vector3 attack_error = m_angularMotorDVel - angObjectVel;
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float angfactor = m_angularMotorTimescale/timestep;
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Vector3 attackAmount = (attack_error/angfactor);
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angObjectVel += attackAmount;
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//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
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//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
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}
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angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
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angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
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angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
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} // else no signif. motion
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//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
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// Bank section tba
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// Deflection section tba
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//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
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m_lastAngularVelocity = angObjectVel;
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if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
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{
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if (m_angularEnable.X == 0)
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m_lastAngularVelocity.X = 0f;
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if (m_angularEnable.Y == 0)
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m_lastAngularVelocity.Y = 0f;
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if (m_angularEnable.Z == 0)
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m_lastAngularVelocity.Z = 0f;
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}
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// Apply to the body
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// Vector3 aInc = m_lastAngularVelocity - initavel;
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//if(frcount == 0) Console.WriteLine("Inc {0}", aInc);
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m_lastAngularVelocity = m_lastAngularVelocity * rotq; // ================ Converts to WORLD rotation
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// apply Angular Velocity to body
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d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
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//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
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