BulletSim: add BSVMotor as BSDynamics linear motor.
Properly limit *_MOTOR_DECAY_TIMESCALE to 120 as per specs. Invode BSDynamics.Refresh() when vehicle type is changed. Previously the vehicle properties weren't getting set because the physical properties were set before the vehicle type was set. Add a "use name" to BSMotors for identification while debugging. Correct current and target confusion in BSVMotor design. Rename CurrentValueReductionTimescale to FrictionTimescale. Event more detailed logging.connector_plugin^2
parent
bd635e264a
commit
319ec3235c
|
@ -80,6 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
private Quaternion m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
// Linear properties
|
||||
private BSVMotor m_linearMotor = new BSVMotor("LinearMotor");
|
||||
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
|
||||
private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center
|
||||
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
|
||||
|
@ -152,7 +153,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f);
|
||||
m_angularMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120));
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||
m_angularMotorTimescale = Math.Max(pValue, 0.01f);
|
||||
|
@ -185,10 +186,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f);
|
||||
m_linearMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120));
|
||||
m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||
m_linearMotorTimescale = Math.Max(pValue, 0.01f);
|
||||
m_linearMotor.TimeScale = m_linearMotorTimescale;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f));
|
||||
|
@ -208,10 +211,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
|
||||
m_linearMotor.SetTarget(m_linearMotorDirection);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
|
@ -238,10 +243,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
m_linearMotor.SetTarget(m_linearMotorDirection);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
|
@ -319,6 +326,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
m_flags = (VehicleFlag)0;
|
||||
|
||||
break;
|
||||
|
||||
case Vehicle.TYPE_SLED:
|
||||
|
@ -510,6 +518,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
| VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
}
|
||||
|
||||
// Update any physical parameters based on this type.
|
||||
Refresh();
|
||||
|
||||
m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f);
|
||||
m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
|
||||
}
|
||||
|
||||
// Some of the properties of this prim may have changed.
|
||||
|
@ -518,18 +532,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
if (IsActive)
|
||||
{
|
||||
VDetailLog("{0},BSDynamics.Refresh", Prim.LocalID);
|
||||
m_vehicleMass = Prim.Linkset.LinksetMass;
|
||||
|
||||
// Friction effects are handled by this vehicle code
|
||||
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f);
|
||||
BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f);
|
||||
float friction = 0f;
|
||||
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction);
|
||||
|
||||
BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, PhysicsScene.Params.vehicleAngularDamping);
|
||||
|
||||
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, new Vector3(1f, 1f, 1f));
|
||||
// Moderate angular movement introduced by Bullet.
|
||||
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
|
||||
// Maybe compute linear and angular factor and damping from params.
|
||||
float angularDamping = PhysicsScene.Params.vehicleAngularDamping;
|
||||
BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping);
|
||||
|
||||
// DEBUG DEBUG DEBUG: use uniform inertia to smooth movement added by Bullet
|
||||
// Vector3 localInertia = new Vector3(1f, 1f, 1f);
|
||||
Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass);
|
||||
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
|
||||
|
||||
VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}",
|
||||
Prim.LocalID, friction, localInertia, angularDamping);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -591,6 +612,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Also does hover and float.
|
||||
private void MoveLinear(float pTimestep)
|
||||
{
|
||||
/*
|
||||
// m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates
|
||||
// m_lastLinearVelocityVector is the current speed we are moving in that direction
|
||||
if (m_linearMotorDirection.LengthSquared() > 0.001f)
|
||||
|
@ -627,6 +649,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID);
|
||||
}
|
||||
*/
|
||||
|
||||
m_newVelocity = m_linearMotor.Step(pTimestep);
|
||||
|
||||
// Rotate new object velocity from vehicle relative to world coordinates
|
||||
m_newVelocity *= Prim.ForceOrientation;
|
||||
|
||||
// m_newVelocity is velocity computed from linear motor in world coordinates
|
||||
|
||||
|
@ -785,12 +813,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_newVelocity.Z = 0;
|
||||
|
||||
// Clamp REALLY high or low velocities
|
||||
if (m_newVelocity.LengthSquared() > 1e6f)
|
||||
float newVelocityLengthSq = m_newVelocity.LengthSquared();
|
||||
if (newVelocityLengthSq > 1e6f)
|
||||
{
|
||||
m_newVelocity /= m_newVelocity.Length();
|
||||
m_newVelocity *= 1000f;
|
||||
}
|
||||
else if (m_newVelocity.LengthSquared() < 1e-6f)
|
||||
else if (newVelocityLengthSq < 1e-6f)
|
||||
m_newVelocity = Vector3.Zero;
|
||||
|
||||
// Stuff new linear velocity into the vehicle
|
||||
|
|
|
@ -7,13 +7,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public abstract class BSMotor
|
||||
{
|
||||
public BSMotor()
|
||||
public BSMotor(string useName)
|
||||
{
|
||||
UseName = useName;
|
||||
PhysicsScene = null;
|
||||
}
|
||||
public virtual void Reset() { }
|
||||
public virtual void Zero() { }
|
||||
|
||||
public string UseName { get; private set; }
|
||||
// Used only for outputting debug information. Might not be set so check for null.
|
||||
public BSScene PhysicsScene { get; set; }
|
||||
protected void MDetailLog(string msg, params Object[] parms)
|
||||
|
@ -35,17 +37,25 @@ public class BSVMotor : BSMotor
|
|||
|
||||
public float TimeScale { get; set; }
|
||||
public float TargetValueDecayTimeScale { get; set; }
|
||||
public Vector3 CurrentValueReductionTimescale { get; set; }
|
||||
public Vector3 FrictionTimescale { get; set; }
|
||||
public float Efficiency { get; set; }
|
||||
|
||||
public Vector3 TargetValue { get; private set; }
|
||||
public Vector3 CurrentValue { get; private set; }
|
||||
|
||||
BSVMotor(float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) : base()
|
||||
public BSVMotor(string useName)
|
||||
: base(useName)
|
||||
{
|
||||
TimeScale = TargetValueDecayTimeScale = Efficiency = 1f;
|
||||
FrictionTimescale = Vector3.Zero;
|
||||
CurrentValue = TargetValue = Vector3.Zero;
|
||||
}
|
||||
public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
|
||||
: this(useName)
|
||||
{
|
||||
TimeScale = timeScale;
|
||||
TargetValueDecayTimeScale = decayTimeScale;
|
||||
CurrentValueReductionTimescale = frictionTimeScale;
|
||||
FrictionTimescale = frictionTimeScale;
|
||||
Efficiency = efficiency;
|
||||
CurrentValue = TargetValue = Vector3.Zero;
|
||||
}
|
||||
|
@ -60,10 +70,10 @@ public class BSVMotor : BSMotor
|
|||
public Vector3 Step(float timeStep)
|
||||
{
|
||||
Vector3 returnCurrent = Vector3.Zero;
|
||||
if (CurrentValue.LengthSquared() > 0.001f)
|
||||
if (!CurrentValue.ApproxEquals(TargetValue, 0.01f))
|
||||
{
|
||||
// Vector3 origDir = Target; // DEBUG
|
||||
// Vector3 origVel = CurrentValue; // DEBUG
|
||||
Vector3 origTarget = TargetValue; // DEBUG
|
||||
Vector3 origCurrVal = CurrentValue; // DEBUG
|
||||
|
||||
// Add (desiredVector - currentAppliedVector) / howLongItShouldTakeToComplete
|
||||
Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep;
|
||||
|
@ -74,11 +84,17 @@ public class BSVMotor : BSMotor
|
|||
float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
|
||||
TargetValue *= (1f - decayFactor);
|
||||
|
||||
Vector3 frictionFactor = (Vector3.One / CurrentValueReductionTimescale) * timeStep;
|
||||
Vector3 frictionFactor = Vector3.Zero;
|
||||
frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
|
||||
CurrentValue *= (Vector3.One - frictionFactor);
|
||||
|
||||
MDetailLog("{0},BSVMotor.Step,nonZero,curr={1},target={2},add={3},decay={4},frict={5},ret={6}",
|
||||
BSScene.DetailLogZero, TargetValue, CurrentValue,
|
||||
MDetailLog("{0},BSVMotor.Step,nonZero,{1},origTarget={2},origCurr={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
|
||||
BSScene.DetailLogZero, UseName, origTarget, origCurrVal,
|
||||
timeStep, TimeScale, addAmount,
|
||||
TargetValueDecayTimeScale, decayFactor,
|
||||
FrictionTimescale, frictionFactor);
|
||||
MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
|
||||
BSScene.DetailLogZero, UseName, TargetValue, CurrentValue,
|
||||
addAmount, decayFactor, frictionFactor, returnCurrent);
|
||||
}
|
||||
else
|
||||
|
@ -87,8 +103,8 @@ public class BSVMotor : BSMotor
|
|||
CurrentValue = Vector3.Zero;
|
||||
TargetValue = Vector3.Zero;
|
||||
|
||||
MDetailLog("{0},BSVMotor.Step,zero,curr={1},target={2},ret={3}",
|
||||
BSScene.DetailLogZero, TargetValue, CurrentValue, returnCurrent);
|
||||
MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
|
||||
BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent);
|
||||
|
||||
}
|
||||
return returnCurrent;
|
||||
|
@ -105,7 +121,8 @@ public class BSFMotor : BSMotor
|
|||
public float Target { get; private set; }
|
||||
public float CurrentValue { get; private set; }
|
||||
|
||||
BSFMotor(float timeScale, float decayTimescale, float friction, float efficiency) : base()
|
||||
public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency)
|
||||
: base(useName)
|
||||
{
|
||||
}
|
||||
public void SetCurrent(float target)
|
||||
|
@ -122,7 +139,8 @@ public class BSFMotor : BSMotor
|
|||
public class BSPIDMotor : BSMotor
|
||||
{
|
||||
// TODO: write and use this one
|
||||
BSPIDMotor() : base()
|
||||
public BSPIDMotor(string useName)
|
||||
: base(useName)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue