Vehicles

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(VEHICLE Scripting Notes)
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== VEHICLE Scripting Notes ==
 
== VEHICLE Scripting Notes ==
 +
#(Not really scripting , but very important) DO NOT attempt to drive a VEHICLE across the Region boundary. If you do your Av will be orbited. You may be able to recover by Map double-click TP to a nearby Region. The VEHICLE object is usually killed, and sitting at edge of the destination region.
 
#In revised OpenSimulator the function llSetVehicleType(VEHICLE_TYPE_xxx), where xxx is AIRPLANE, BALLOON, BOAT, CAR or SLED, pre-sets all the applicable VEHICLE parameters to reasonable numbers. If you wish to change any of these pre-set parameters do so after asserting llSetVehicleType(VEHICLE_TYPE_xxx).  
 
#In revised OpenSimulator the function llSetVehicleType(VEHICLE_TYPE_xxx), where xxx is AIRPLANE, BALLOON, BOAT, CAR or SLED, pre-sets all the applicable VEHICLE parameters to reasonable numbers. If you wish to change any of these pre-set parameters do so after asserting llSetVehicleType(VEHICLE_TYPE_xxx).  
 
#At present it appears that some conditions of an instantiated scripted object are not maintained after a Region restart, and possibly between take and rez. Therefore you should assert llSetVehicleType(VEHICLE_TYPE_xxx) when the driver sits and llSetVehicleType(VEHICLE_TYPE_NONE)when the driver stands, and probably on_rez.
 
#At present it appears that some conditions of an instantiated scripted object are not maintained after a Region restart, and possibly between take and rez. Therefore you should assert llSetVehicleType(VEHICLE_TYPE_xxx) when the driver sits and llSetVehicleType(VEHICLE_TYPE_NONE)when the driver stands, and probably on_rez.

Revision as of 14:59, 3 September 2009

Contents

Summary

August 2009: Kitto Flora is revising the OdePlugin files in an attempt to provide SL-compatible VEHICLE functionality to OpenSimulator. A couple of test regions have been provided by Bri Hasp, these are Sea-3 and Sea-4 in OSgrid. You may visit there and test vehicles but please clean up after. The revised OpenSimulator files are not generally available at this time as there are many bugs and deficiencies to be dealt with. The regions will frequently be restarted to test revisions.

Terminology

Here some terms are defined so that when we communicate we are talking about the same things.

Vehicle

Any object or link-set that moves. It is usually rideable. It may be Physical or not.


VEHICLE

Any object or link-set that uses LSL VEHICLE functions to achieve mobility. It is set to other than 'VEHICLE_TYPE_NONE'.


Physical

Any object or link-set that is llSetStatus(STATUS_PHYSICS, TRUE). It will fall due to gravity (unless buoyancy is changed) and collide with other prims, avatars and the ground (unless set phantom).


Non-Physical

Any object or link-set that is llSetStatus(STATUS_PHYSICS, FALSE), or has never has llSetStatus(STATUS_PHYSICS,...) applied. Such objects 'stick in midair' and can interpenetrate other objects.

Kinematic

Motion system used by Non-Physical objects, applied by such functions as llSetPos() and llSetRot().

Dynamic

Motion system used by Physical objects, applied by such functions as llSetForce() and llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <...>).


About This Project

The objectives of this project are:

  1. To provide VEHICLE associated LSL functions within OpenSimulator that are compatible with Second Life functionality. This means trying to get them really close, but as we are trying to emulate complex HAVOK functions using what is available in ODE they may be only close to the SL functions.
  2. To clean up the OdePlugin files. Over many revisions and add-ons they are somewhat non-optimal. In particular the 'Move' operation that makes objects move around needs to be very clean and smooth so that the update rate remains high.
  3. Maintain the existing non-VEHICLE dynamic functions and fix errors where found.


Vehicle LSL Functions in revised OpenSimulator

There are three categories of LSL functions that are used by Vehicles: Kinematic, Dynamic and VEHICLE. These are listed below with information on their current status within the revised OpenSimulator. (Not the general release at this time.) Kinematic vehicle motion can be used by non-physical objects. VEHICLE motion and the associated functions ONLYapply to objects that are set to a VEHICLE_TYPE of AIRPLANE, BALLOON, BOAT, CAR or SLED. Dynamic functions ONLYapply (at this time) to VEHICLE_TYPE_NONE, which is the default condition of an object. (In SL it appears that one can use Dynamic functions on a VEHICLE, but to keep things simple at the start of this project such a combination is not allowed.)


VEHICLE Scripting Notes

  1. (Not really scripting , but very important) DO NOT attempt to drive a VEHICLE across the Region boundary. If you do your Av will be orbited. You may be able to recover by Map double-click TP to a nearby Region. The VEHICLE object is usually killed, and sitting at edge of the destination region.
  2. In revised OpenSimulator the function llSetVehicleType(VEHICLE_TYPE_xxx), where xxx is AIRPLANE, BALLOON, BOAT, CAR or SLED, pre-sets all the applicable VEHICLE parameters to reasonable numbers. If you wish to change any of these pre-set parameters do so after asserting llSetVehicleType(VEHICLE_TYPE_xxx).
  3. At present it appears that some conditions of an instantiated scripted object are not maintained after a Region restart, and possibly between take and rez. Therefore you should assert llSetVehicleType(VEHICLE_TYPE_xxx) when the driver sits and llSetVehicleType(VEHICLE_TYPE_NONE)when the driver stands, and probably on_rez.
  4. The advice above also applies to camera controls. Assert llSetCameraxxx() on sit and llClearCameraParams() on stand.
  5. Use llSetStatus(STATUS_PHYSICS, TRUE) to enable the VEHICLE, usually when the driver sits. Use llSetStatus(STATUS_PHYSICS, FALSE) to disable the VEHICLE, usually when the driver stands.
  6. It appears that the timer() event freezes while a Vehicle is in motion, so do not rely in Timer() to update things like steering or velocity.

Vehicle LSL Functions and Status

NOTE! This list applies to the revised OpenSimulator, not the released OpenSimulator.

Key: Y = Yes; N = No; F = Framework present but commented out

  • The following sections needs to be in a 5 column table

KINEMATIC

(object must not be PHYSICAL)

(Some work, some do not.)

llSetPos() llSetRot() llSetLocalRot() llSetScale() llLookAt() llRotLookAt() llSetPrimitiveParams() llSetLinkPrimitiveParams() llTargetOmega()


DYNAMIC

(object must be PHYSICAL and VEHICLE_TYPE_NONE(default))

(Some work, some do not.)

llApplyImpulse() llApplyRotationalImpulse() llGroundRepel() llMoveToTarget() llPushObject() llSetBuoyancy() (do not confuse with VEHICLE_BUOYANCY) llSetForce() llSetForceAndTorque() llSetHoverHeight() (do not confuse with VEHICLE_HOVER_HEIGHT) llSetTorque() llTargetOmega() llLookAt() llRotLookAt() llSetPrimitiveParams() llSetLinkPrimitiveParams() llTargetOmega()


VEHICLE

(object must be PHYSICAL and VEHICLE_TYPE_<other than NONE>)

Functions LSLsets Used Works Exceptions

llSetVehicleType() Y Y Y llSetVehicleFlags() N N N Some flags are set by llSetVehicleType() llRemoveVehicleFlags() N N N llSetVehicleFloatParam() Y Y Y llSetVehicleVectorParam() Y Y Y llSetVehicleRotationParam() Y Y Y

Parameters

VEHICLE_LINEAR_MOTOR_DIRECTION Y Y Y VEHICLE_LINEAR_MOTOR_TIMESCALE Y Y Y VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE Y Y Y VEHICLE_LINEAR_FRICTION_TIMESCALE Y Y Y VEHICLE_LINEAR_MOTOR_OFFSET F N VEHICLE_ANGULAR_MOTOR_DIRECTION Y Y Y VEHICLE_ANGULAR_MOTOR_TIMESCALE Y Y Y VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE Y Y Y VEHICLE_ANGULAR_FRICTION_TIMESCALE Y Y Y

VEHICLE_BANKING_EFFICIENCY F N VEHICLE_BANKING_MIX F N VEHICLE_BANKING_TIMESCALE F N

VEHICLE_BUOYANCY Y Y Y VEHICLE_HOVER_HEIGHT Y N VEHICLE_HOVER_EFFICIENCY Y N VEHICLE_HOVER_TIMESCALE Y N

VEHICLE_LINEAR_DEFLECTION_EFFICIENCY F N VEHICLE_LINEAR_DEFLECTION_TIMESCALE F N VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY F N VEHICLE_ANGULAR_DEFLECTION_TIMESCALE F N


VEHICLE_REFERENCE_FRAME F N VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY Y Y Y VEHICLE_VERTICAL_ATTRACTION_TIMESCALE Y Y Y

VEHICLE_TYPE_NONE Y Y Y VEHICLE_TYPE_BALLOON Y Y Y VEHICLE_TYPE_BOAT Y Y Y VEHICLE_TYPE_CAR Y Y Y VEHICLE_TYPE_SLED Y Y Y VEHICLE_FLAG_NO_DEFLECTION_UP Y N VEHICLE_FLAG_LIMIT_ROLL_ONLY Y N VEHICLE_FLAG_HOVER_WATER_ONLY Y Y VEHICLE_FLAG_HOVER_TERRAIN_ONLY Y Y VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT Y Y VEHICLE_FLAG_HOVER_UP_ONLY Y Y VEHICLE_FLAG_LIMIT_MOTOR_UP Y N VEHICLE_FLAG_MOUSELOOK_STEER Y N VEHICLE_FLAG_MOUSELOOK_BANK Y N VEHICLE_FLAG_CAMERA_DECOUPLED Y N

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