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Vehicle Physics Question about VEHICLE_ANGULAR_MOTOR_DIRECTI

Posted: Wed Jul 03, 2013 5:16 am
by Xxaxx Constantine
I was wondering if it was normal for the results of setting the angular motor vector to depend upon which direction one is facing.

I have been using a function call (such as the one below) to add thrust to the angular motor in my fledgling vehicle.

llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);

What I have found is the if my vehicle is facing parallel to the world X-axis, then behaviour is as one would expect.

However, if I turn the vehicle -X direction, then when I press the right arrow to bank for a right turn, the vehicle banks left. etc. Basically X and Y thrusts behave backwards.

In SL it does not appear to matter which direction the vehicle faces.

Is this a bug, or am I supposed to be normalizing all my thrust calculations based on current vehicle rotation in the world?

Or, perhaps there is a flag that I was supposed to set that tells the physics engine to use local coordinates?

Re: Vehicle Physics Question about VEHICLE_ANGULAR_MOTOR_DIR

Posted: Wed Jul 03, 2013 3:45 pm
by June Nariel
Xxaxx Constantine wrote:I was wondering if it was normal for the results of setting the angular motor vector to depend upon which direction one is facing.

I have been using a function call (such as the one below) to add thrust to the angular motor in my fledgling vehicle.

llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);

What I have found is the if my vehicle is facing parallel to the world X-axis, then behaviour is as one would expect.

However, if I turn the vehicle -X direction, then when I press the right arrow to bank for a right turn, the vehicle banks left. etc. Basically X and Y thrusts behave backwards.

In SL it does not appear to matter which direction the vehicle faces.

Is this a bug, or am I supposed to be normalizing all my thrust calculations based on current vehicle rotation in the world?

Or, perhaps there is a flag that I was supposed to set that tells the physics engine to use local coordinates?

This is a good question with OS 7.6 out I know most grids stay a release behind due to bug control but 7.5 is bullet ready will kitely turn on bullet physics ? as that might mean a few more changes but from video bullet is cool http://www.youtube.com/watch?v=EwqN9_9kz_Q

Re: Vehicle Physics Question about VEHICLE_ANGULAR_MOTOR_DIR

Posted: Wed Jul 03, 2013 4:41 pm
by Ilan Tochner
Hi June,

BulletSim is indeed much better than the ODE physics we currently use but, unfortunately, BulletSim is still not production ready so we can't roll it out on Kitely just yet. Once BulletSim reaches production quality we'll switch to using it.

Re: Vehicle Physics Question about VEHICLE_ANGULAR_MOTOR_DIR

Posted: Sun Feb 09, 2014 3:31 am
by Bri Hasp
ODE is not vehicle friendly as you know.