OpenSimMirror/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs

1022 lines
44 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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*/
/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
* ODEPrim.cs contains methods dealing with Prim editing, Prim
* characteristics and Kinetic motion.
* ODEDynamics.cs contains methods dealing with Prim Physical motion
* (dynamics) and the associated settings. Old Linear and angular
* motors for dynamic motion have been replace with MoveLinear()
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
* switch between 'VEHICLE' parameter use and general dynamics
* settings use.
*/
// Extensive change Ubit 2012
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
using log4net;
using OpenMetaverse;
using OdeAPI;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.OdePlugin
{
public class ODEDynamics
{
public Vehicle Type
{
get { return m_type; }
}
private OdePrim rootPrim;
private OdeScene _pParentScene;
// Vehicle properties
private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
// HOVER_TERRAIN_ONLY
// HOVER_GLOBAL_HEIGHT
// NO_DEFLECTION_UP
// HOVER_WATER_ONLY
// HOVER_UP_ONLY
// LIMIT_MOTOR_UP
// LIMIT_ROLL_ONLY
private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
// Linear properties
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
private float m_linearMotorDecayTimescale = 120;
private float m_linearMotorTimescale = 1000;
private Vector3 m_linearMotorOffset = Vector3.Zero;
//Angular properties
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
//Deflection properties
private float m_angularDeflectionEfficiency = 0;
private float m_angularDeflectionTimescale = 1000;
private float m_linearDeflectionEfficiency = 0;
private float m_linearDeflectionTimescale = 1000;
//Banking properties
private float m_bankingEfficiency = 0;
private float m_bankingMix = 0;
private float m_bankingTimescale = 1000;
//Hover and Buoyancy properties
private float m_VhoverHeight = 0f;
private float m_VhoverEfficiency = 0f;
private float m_VhoverTimescale = 1000f;
private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
//Attractor properties
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
// auxiliar
private float m_lmEfect = 0; // current linear motor eficiency
private float m_amEfect = 0; // current angular motor eficiency
private float m_ffactor = 1.0f;
private float m_timestep = 0.02f;
private float m_invtimestep = 50;
public float FrictionFactor
{
get
{
return m_ffactor;
}
}
public ODEDynamics(OdePrim rootp)
{
rootPrim = rootp;
_pParentScene = rootPrim._parent_scene;
m_timestep = _pParentScene.ODE_STEPSIZE;
m_invtimestep = 1.0f / m_timestep;
}
public void DoSetVehicle(VehicleData vd)
{
m_type = vd.m_type;
m_flags = vd.m_flags;
// Linear properties
m_linearMotorDirection = vd.m_linearMotorDirection;
m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
m_linearMotorDecayTimescale *= m_invtimestep;
m_linearMotorTimescale = vd.m_linearMotorTimescale;
if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
m_linearMotorOffset = vd.m_linearMotorOffset;
//Angular properties
m_angularMotorDirection = vd.m_angularMotorDirection;
m_angularMotorTimescale = vd.m_angularMotorTimescale;
if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
m_angularMotorDecayTimescale *= m_invtimestep;
m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
//Deflection properties
m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
//Banking properties
m_bankingEfficiency = vd.m_bankingEfficiency;
m_bankingMix = vd.m_bankingMix;
m_bankingTimescale = vd.m_bankingTimescale;
if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
//Hover and Buoyancy properties
m_VhoverHeight = vd.m_VhoverHeight;
m_VhoverEfficiency = vd.m_VhoverEfficiency;
m_VhoverTimescale = vd.m_VhoverTimescale;
if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
//Attractor properties
m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
// Axis
m_referenceFrame = vd.m_referenceFrame;
m_lmEfect = 0;
m_amEfect = 0;
m_ffactor = 1.0f;
}
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
float len;
switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_angularDeflectionEfficiency = pValue;
break;
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_angularDeflectionTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
else if (pValue > 120) pValue = 120;
m_angularMotorDecayTimescale = pValue * m_invtimestep;
break;
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_angularMotorTimescale = pValue;
break;
case Vehicle.BANKING_EFFICIENCY:
if (pValue < -1f) pValue = -1f;
if (pValue > 1f) pValue = 1f;
m_bankingEfficiency = pValue;
break;
case Vehicle.BANKING_MIX:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_bankingMix = pValue;
break;
case Vehicle.BANKING_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_bankingTimescale = pValue;
break;
case Vehicle.BUOYANCY:
if (pValue < -1f) pValue = -1f;
if (pValue > 1f) pValue = 1f;
m_VehicleBuoyancy = pValue;
break;
case Vehicle.HOVER_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_VhoverEfficiency = pValue;
break;
case Vehicle.HOVER_HEIGHT:
m_VhoverHeight = pValue;
break;
case Vehicle.HOVER_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_VhoverTimescale = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_linearDeflectionEfficiency = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_linearDeflectionTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
else if (pValue > 120) pValue = 120;
m_linearMotorDecayTimescale = pValue * m_invtimestep;
break;
case Vehicle.LINEAR_MOTOR_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_linearMotorTimescale = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_verticalAttractionEfficiency = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_verticalAttractionTimescale = pValue;
break;
// These are vector properties but the engine lets you use a single float value to
// set all of the components to the same value
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
len = m_angularMotorDirection.Length();
if (len > 12.566f)
m_angularMotorDirection *= (12.566f / len);
m_amEfect = 1.0f; // turn it on
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
d.BodyEnable(rootPrim.Body);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
if (pValue < m_timestep) pValue = m_timestep;
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
len = m_linearMotorDirection.Length();
if (len > 30.0f)
m_linearMotorDirection *= (30.0f / len);
m_lmEfect = 1.0f; // turn it on
m_ffactor = 0.01f;
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
d.BodyEnable(rootPrim.Body);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
len = m_linearMotorOffset.Length();
if (len > 100.0f)
m_linearMotorOffset *= (100.0f / len);
break;
}
}//end ProcessFloatVehicleParam
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
{
float len;
switch (pParam)
{
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
if (pValue.X < m_timestep) pValue.X = m_timestep;
if (pValue.Y < m_timestep) pValue.Y = m_timestep;
if (pValue.Z < m_timestep) pValue.Z = m_timestep;
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
// Limit requested angular speed to 2 rps= 4 pi rads/sec
len = m_angularMotorDirection.Length();
if (len > 12.566f)
m_angularMotorDirection *= (12.566f / len);
m_amEfect = 1.0f; // turn it on
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
d.BodyEnable(rootPrim.Body);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
if (pValue.X < m_timestep) pValue.X = m_timestep;
if (pValue.Y < m_timestep) pValue.Y = m_timestep;
if (pValue.Z < m_timestep) pValue.Z = m_timestep;
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
len = m_linearMotorDirection.Length();
if (len > 30.0f)
m_linearMotorDirection *= (30.0f / len);
m_lmEfect = 1.0f; // turn it on
m_ffactor = 0.01f;
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
d.BodyEnable(rootPrim.Body);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
len = m_linearMotorOffset.Length();
if (len > 100.0f)
m_linearMotorOffset *= (100.0f / len);
break;
case Vehicle.BLOCK_EXIT:
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
}
}//end ProcessVectorVehicleParam
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{
switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
m_referenceFrame = Quaternion.Inverse(pValue);
break;
case Vehicle.ROLL_FRAME:
m_RollreferenceFrame = pValue;
break;
}
}//end ProcessRotationVehicleParam
internal void ProcessVehicleFlags(int pParam, bool remove)
{
if (remove)
{
m_flags &= ~((VehicleFlag)pParam);
}
else
{
m_flags |= (VehicleFlag)pParam;
}
}//end ProcessVehicleFlags
internal void ProcessTypeChange(Vehicle pType)
{
m_lmEfect = 0;
m_amEfect = 0;
m_ffactor = 1f;
m_linearMotorDirection = Vector3.Zero;
m_angularMotorDirection = Vector3.Zero;
m_BlockingEndPoint = Vector3.Zero;
m_RollreferenceFrame = Quaternion.Identity;
m_linearMotorOffset = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
// Set Defaults For Type
m_type = pType;
switch (pType)
{
case Vehicle.TYPE_NONE:
m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120 * m_invtimestep;
m_angularMotorTimescale = 1000;
m_angularMotorDecayTimescale = 1000 * m_invtimestep;
m_VhoverHeight = 0;
m_VhoverEfficiency = 1;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 0;
m_linearDeflectionTimescale = 1000;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 1000;
m_bankingEfficiency = 0;
m_bankingMix = 1;
m_bankingTimescale = 1000;
m_verticalAttractionEfficiency = 0;
m_verticalAttractionTimescale = 1000;
m_flags = (VehicleFlag)0;
break;
case Vehicle.TYPE_SLED:
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120 * m_invtimestep;
m_angularMotorTimescale = 1000;
m_angularMotorDecayTimescale = 120 * m_invtimestep;
m_VhoverHeight = 0;
m_VhoverEfficiency = 1;
m_VhoverTimescale = 10;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 1;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 10;
m_verticalAttractionEfficiency = 1;
m_verticalAttractionTimescale = 1000;
m_bankingEfficiency = 0;
m_bankingMix = 1;
m_bankingTimescale = 10;
m_flags &=
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.LIMIT_MOTOR_UP);
break;
case Vehicle.TYPE_CAR:
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1;
m_linearMotorDecayTimescale = 60 * m_invtimestep;
m_angularMotorTimescale = 1;
m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 2;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 10;
m_verticalAttractionEfficiency = 1f;
m_verticalAttractionTimescale = 10f;
m_bankingEfficiency = -0.2f;
m_bankingMix = 1;
m_bankingTimescale = 1;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.LIMIT_MOTOR_UP |
VehicleFlag.HOVER_UP_ONLY);
break;
case Vehicle.TYPE_BOAT:
m_linearFrictionTimescale = new Vector3(10, 3, 2);
m_angularFrictionTimescale = new Vector3(10, 10, 10);
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60 * m_invtimestep;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 4 * m_invtimestep;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
m_VhoverTimescale = 2;
m_VehicleBuoyancy = 1;
m_linearDeflectionEfficiency = 0.5f;
m_linearDeflectionTimescale = 3;
m_angularDeflectionEfficiency = 0.5f;
m_angularDeflectionTimescale = 5;
m_verticalAttractionEfficiency = 0.5f;
m_verticalAttractionTimescale = 5f;
m_bankingEfficiency = -0.3f;
m_bankingMix = 0.8f;
m_bankingTimescale = 1;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT |
VehicleFlag.HOVER_UP_ONLY); // |
// VehicleFlag.LIMIT_ROLL_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP |
VehicleFlag.HOVER_UP_ONLY | // new sl
VehicleFlag.HOVER_WATER_ONLY);
break;
case Vehicle.TYPE_AIRPLANE:
m_linearFrictionTimescale = new Vector3(200, 10, 5);
m_angularFrictionTimescale = new Vector3(20, 20, 20);
m_linearMotorTimescale = 2;
m_linearMotorDecayTimescale = 60 * m_invtimestep;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 8 * m_invtimestep;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 0.5f;
m_linearDeflectionTimescale = 0.5f;
m_angularDeflectionEfficiency = 1;
m_angularDeflectionTimescale = 2;
m_verticalAttractionEfficiency = 0.9f;
m_verticalAttractionTimescale = 2f;
m_bankingEfficiency = 1;
m_bankingMix = 0.7f;
m_bankingTimescale = 2;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
break;
case Vehicle.TYPE_BALLOON:
m_linearFrictionTimescale = new Vector3(5, 5, 5);
m_angularFrictionTimescale = new Vector3(10, 10, 10);
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60 * m_invtimestep;
m_angularMotorTimescale = 6;
m_angularMotorDecayTimescale = 10 * m_invtimestep;
m_VhoverHeight = 5;
m_VhoverEfficiency = 0.8f;
m_VhoverTimescale = 10;
m_VehicleBuoyancy = 1;
m_linearDeflectionEfficiency = 0;
m_linearDeflectionTimescale = 5 * m_invtimestep;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 5;
m_verticalAttractionEfficiency = 1f;
m_verticalAttractionTimescale = 1000f;
m_bankingEfficiency = 0;
m_bankingMix = 0.7f;
m_bankingTimescale = 5;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP | //);
VehicleFlag.LIMIT_ROLL_ONLY | // new sl
VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
// VehicleFlag.HOVER_GLOBAL_HEIGHT);
break;
}
}//end SetDefaultsForType
internal void Stop()
{
m_lmEfect = 0;
m_amEfect = 0;
m_ffactor = 1f;
}
public static Vector3 Xrot(Quaternion rot)
{
Vector3 vec;
rot.Normalize(); // just in case
vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
return vec;
}
public static Vector3 Zrot(Quaternion rot)
{
Vector3 vec;
rot.Normalize(); // just in case
vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
return vec;
}
private const float pi = (float)Math.PI;
private const float halfpi = 0.5f * (float)Math.PI;
public static Vector3 ubitRot2Euler(Quaternion rot)
{
// returns roll in X
// pitch in Y
// yaw in Z
Vector3 vec;
// assuming rot is normalised
// rot.Normalize();
float zX = rot.X * rot.Z + rot.Y * rot.W;
if (zX < -0.49999f)
{
vec.X = 0;
vec.Y = -halfpi;
vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
}
else if (zX > 0.49999f)
{
vec.X = 0;
vec.Y = halfpi;
vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
}
else
{
vec.Y = (float)Math.Asin(2 * zX);
float sqw = rot.W * rot.W;
float minuszY = rot.X * rot.W - rot.Y * rot.Z;
float zZ = rot.Z * rot.Z + sqw - 0.5f;
vec.X = (float)Math.Atan2(minuszY, zZ);
float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
float yY = rot.X * rot.X + sqw - 0.5f;
vec.Z = (float)Math.Atan2(yX, yY);
}
return vec;
}
public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
{
// assuming rot is normalised
// rot.Normalize();
float zX = rot.X * rot.Z + rot.Y * rot.W;
if (zX < -0.49999f)
{
roll = 0;
pitch = -halfpi;
}
else if (zX > 0.49999f)
{
roll = 0;
pitch = halfpi;
}
else
{
pitch = (float)Math.Asin(2 * zX);
float minuszY = rot.X * rot.W - rot.Y * rot.Z;
float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
roll = (float)Math.Atan2(minuszY, zZ);
}
return ;
}
internal void Step()
{
IntPtr Body = rootPrim.Body;
d.Quaternion rot = d.BodyGetQuaternion(Body);
Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
Quaternion rotq = objrotq; // rotq = rotation of object
rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
Quaternion irotq = Quaternion.Inverse(rotq);
d.Vector3 dvtmp;
Vector3 tmpV;
Vector3 curVel; // velocity in world
Vector3 curAngVel; // angular velocity in world
Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
d.Vector3 dtorque = new d.Vector3();
dvtmp = d.BodyGetLinearVel(Body);
curVel.X = dvtmp.X;
curVel.Y = dvtmp.Y;
curVel.Z = dvtmp.Z;
Vector3 curLocalVel = curVel * irotq; // current velocity in local
dvtmp = d.BodyGetAngularVel(Body);
curAngVel.X = dvtmp.X;
curAngVel.Y = dvtmp.Y;
curAngVel.Z = dvtmp.Z;
Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
// linear motor
if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
{
tmpV = m_linearMotorDirection - curLocalVel; // velocity error
tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
tmpV *= rotq; // to world
if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
tmpV.Z = 0;
if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
{
// have offset, do it now
tmpV *= rootPrim.Mass;
d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
}
else
{
force.X += tmpV.X;
force.Y += tmpV.Y;
force.Z += tmpV.Z;
}
m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
}
else
{
m_lmEfect = 0;
m_ffactor = 1f;
}
// friction
if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
{
tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
tmpV *= rotq; // to world
force.X += tmpV.X;
force.Y += tmpV.Y;
force.Z += tmpV.Z;
}
// hover
if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
{
// d.Vector3 pos = d.BodyGetPosition(Body);
d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
pos.Z -= 0.21f; // minor offset that seems to be always there in sl
float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
float perr;
// default to global but don't go underground
perr = m_VhoverHeight - pos.Z;
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
{
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
{
perr += _pParentScene.GetWaterLevel();
}
else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
{
perr += t;
}
else
{
float w = _pParentScene.GetWaterLevel();
if (t > w)
perr += t;
else
perr += w;
}
}
else if (t > m_VhoverHeight)
perr = t - pos.Z; ;
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
{
// force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / m_timestep;
force.Z += (perr / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency);// * m_invtimestep);
force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
}
else // no buoyancy
force.Z += _pParentScene.gravityz;
}
else
{
// default gravity and Buoyancy
force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
}
// linear deflection
if (m_linearDeflectionEfficiency > 0)
{
float len = curVel.Length();
if (len > 0.01) // if moving
{
Vector3 atAxis;
atAxis = Xrot(rotq); // where are we pointing to
atAxis *= len; // make it same size as world velocity vector
tmpV = -atAxis; // oposite direction
atAxis -= curVel; // error to one direction
len = atAxis.LengthSquared();
tmpV -= curVel; // error to oposite
float lens = tmpV.LengthSquared();
if (len > 0.01 || lens > 0.01) // do nothing if close enougth
{
if (len < lens)
tmpV = atAxis;
tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
force.X += tmpV.X;
force.Y += tmpV.Y;
if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
force.Z += tmpV.Z;
}
}
}
// angular motor
if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
{
tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
torque.X += tmpV.X;
torque.Y += tmpV.Y;
torque.Z += tmpV.Z;
m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
}
else
m_amEfect = 0;
// angular friction
if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
{
torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
}
// angular deflection
if (m_angularDeflectionEfficiency > 0)
{
Vector3 dirv;
if (curLocalVel.X > 0.01f)
dirv = curLocalVel;
else if (curLocalVel.X < -0.01f)
// use oposite
dirv = -curLocalVel;
else
{
// make it fall into small positive x case
dirv.X = 0.01f;
dirv.Y = curLocalVel.Y;
dirv.Z = curLocalVel.Z;
}
float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
if (Math.Abs(dirv.Z) > 0.01)
{
torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
}
if (Math.Abs(dirv.Y) > 0.01)
{
torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
}
}
// vertical atractor
if (m_verticalAttractionTimescale < 300)
{
float roll;
float pitch;
GetRollPitch(irotq, out roll, out pitch);
float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale * m_invtimestep;
float ftmp2;
if (m_bankingEfficiency == 0)
ftmp2 = m_verticalAttractionEfficiency * m_invtimestep;
else
ftmp2 = 0;
if (roll > halfpi)
roll = pi - roll;
else if (roll < -halfpi)
roll = -pi - roll;
float effroll = pitch / halfpi;
effroll *= effroll;
effroll = 1 - effroll;
effroll *= roll;
if (Math.Abs(effroll) > 0.01) // roll
{
torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
}
if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
{
float effpitch = roll / halfpi;
effpitch *= effpitch;
effpitch = 1 - effpitch;
effpitch *= pitch;
if (Math.Abs(effpitch) > 0.01) // pitch
{
torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
}
}
if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
{
float broll = effroll;
/*
if (broll > halfpi)
broll = pi - broll;
else if (broll < -halfpi)
broll = -pi - broll;
*/
broll *= m_bankingEfficiency;
if (m_bankingMix != 0)
{
float vfact = Math.Abs(curLocalVel.X) / 10.0f;
if (vfact > 1.0f) vfact = 1.0f;
if (curLocalVel.X >= 0)
broll *= (1 + (vfact - 1) * m_bankingMix);
else
broll *= -(1 + (vfact - 1) * m_bankingMix);
}
// make z rot be in world Z not local as seems to be in sl
broll = broll / m_bankingTimescale;
ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
tmpV.X = ftmp * curAngVel.X;
tmpV.Y = ftmp * curAngVel.Y;
tmpV.Z = broll + ftmp * curAngVel.Z;
tmpV *= irotq;
torque.X += tmpV.X;
torque.Y += tmpV.Y;
torque.Z += tmpV.Z;
}
}
d.Mass dmass;
d.BodyGetMass(Body,out dmass);
if (force.X != 0 || force.Y != 0 || force.Z != 0)
{
force *= dmass.mass;
d.BodySetForce(Body, force.X, force.Y, force.Z);
}
if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
{
torque *= m_referenceFrame; // to object frame
dtorque.X = torque.X ;
dtorque.Y = torque.Y;
dtorque.Z = torque.Z;
d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
}
}
}
}