Merge branch 'master' into careminster
commit
40955fee2a
|
@ -47,7 +47,7 @@
|
|||
<delete>
|
||||
<fileset basedir="${distbindir}">
|
||||
<include name="compile.bat"/>
|
||||
<include name="BUILDING.txt"/>
|
||||
<include name="BUILDING.md"/>
|
||||
<include name="Makefile"/>
|
||||
<include name="nant-color"/>
|
||||
<include name="OpenSim.*"/>
|
||||
|
|
|
@ -530,12 +530,12 @@ public override void SetForceUpdateAllAabbs(BulletWorld world, bool force)
|
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// btDynamicsWorld entries
|
||||
public override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
|
||||
{
|
||||
// Bullet resets several variables when an object is added to the world.
|
||||
// Gravity is reset to world default depending on the static/dynamic
|
||||
// type. Of course, the collision flags in the broadphase proxy are initialized to default.
|
||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
|
||||
|
||||
// Bullet resets several variables when an object is added to the world.
|
||||
// Gravity is reset to world default depending on the static/dynamic
|
||||
// type. Of course, the collision flags in the broadphase proxy are initialized to default.
|
||||
Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr);
|
||||
|
||||
bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr);
|
||||
|
@ -921,6 +921,7 @@ public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quater
|
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}
|
||||
|
||||
// Add a force to the object as if its mass is one.
|
||||
// Deep down in Bullet: m_totalForce += force*m_linearFactor;
|
||||
public override void ApplyCentralForce(BulletBody obj, Vector3 force)
|
||||
{
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
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||||
|
@ -964,6 +965,7 @@ public override void SetSleepingThresholds(BulletBody obj, float lin_threshold,
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BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold);
|
||||
}
|
||||
|
||||
// Deep down in Bullet: m_totalTorque += torque*m_angularFactor;
|
||||
public override void ApplyTorque(BulletBody obj, Vector3 torque)
|
||||
{
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
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||||
|
@ -971,6 +973,8 @@ public override void ApplyTorque(BulletBody obj, Vector3 torque)
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}
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||||
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||||
// Apply force at the given point. Will add torque to the object.
|
||||
// Deep down in Bullet: applyCentralForce(force);
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// applyTorque(rel_pos.cross(force*m_linearFactor));
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||||
public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
|
||||
{
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
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||||
|
@ -978,6 +982,7 @@ public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
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}
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||||
|
||||
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
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// Deep down in Bullet: m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
|
||||
public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
|
||||
{
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
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||||
|
@ -985,6 +990,7 @@ public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
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}
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||||
|
||||
// Apply impulse to the object's torque. Force is scaled by object's mass.
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||||
// Deep down in Bullet: m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
|
||||
public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
|
||||
{
|
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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||||
|
@ -992,6 +998,8 @@ public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
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}
|
||||
|
||||
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
|
||||
// Deep down in Bullet: applyCentralImpulse(impulse);
|
||||
// applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
|
||||
public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
|
||||
{
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
|
||||
|
@ -1259,6 +1267,16 @@ public override void DumpPhysicsStatistics(BulletWorld world)
|
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BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
BSAPICPP.DumpPhysicsStatistics2(worldu.ptr);
|
||||
}
|
||||
public override void ResetBroadphasePool(BulletWorld world)
|
||||
{
|
||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
BSAPICPP.ResetBroadphasePool(worldu.ptr);
|
||||
}
|
||||
public override void ResetConstraintSolver(BulletWorld world)
|
||||
{
|
||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
BSAPICPP.ResetConstraintSolver(worldu.ptr);
|
||||
}
|
||||
|
||||
// =====================================================================================
|
||||
// =====================================================================================
|
||||
|
@ -1832,6 +1850,12 @@ public static extern void DumpAllInfo2(IntPtr sim);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DumpPhysicsStatistics2(IntPtr sim);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ResetBroadphasePool(IntPtr sim);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ResetConstraintSolver(IntPtr sim);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -232,21 +232,25 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
|
||||
public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
|
||||
{
|
||||
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
|
||||
CollisionObject cbody = ((BulletBodyXNA)pBody).body;
|
||||
RigidBody rbody = cbody as RigidBody;
|
||||
|
||||
// Bullet resets several variables when an object is added to the world. In particular,
|
||||
// BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic
|
||||
// type. Of course, the collision flags in the broadphase proxy are initialized to default.
|
||||
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
|
||||
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
|
||||
|
||||
IndexedMatrix origPos = body.GetWorldTransform();
|
||||
IndexedVector3 origGrav = body.GetGravity();
|
||||
|
||||
//if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE))
|
||||
|
||||
world.AddRigidBody(body);
|
||||
|
||||
body.SetWorldTransform(origPos);
|
||||
body.SetGravity(origGrav);
|
||||
IndexedMatrix origPos = cbody.GetWorldTransform();
|
||||
if (rbody != null)
|
||||
{
|
||||
IndexedVector3 origGrav = rbody.GetGravity();
|
||||
world.AddRigidBody(rbody);
|
||||
rbody.SetGravity(origGrav);
|
||||
}
|
||||
else
|
||||
{
|
||||
world.AddCollisionObject(rbody);
|
||||
}
|
||||
cbody.SetWorldTransform(origPos);
|
||||
|
||||
pBody.ApplyCollisionMask(pWorld.physicsScene);
|
||||
|
||||
|
@ -773,35 +777,6 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
body.ApplyTorqueImpulse(ref fSum);
|
||||
}
|
||||
|
||||
public override void DumpRigidBody(BulletWorld p, BulletBody p_2)
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
|
||||
public override void DumpCollisionShape(BulletWorld p, BulletShape p_2)
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
public override void DumpConstraint(BulletWorld world, BulletConstraint constrain)
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
|
||||
public override void DumpActivationInfo(BulletWorld world)
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
|
||||
public override void DumpAllInfo(BulletWorld world)
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
|
||||
public override void DumpPhysicsStatistics(BulletWorld world)
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
|
||||
public override void DestroyObject(BulletWorld p, BulletBody p_2)
|
||||
{
|
||||
//TODO:
|
||||
|
|
|
@ -646,17 +646,21 @@ public abstract float GetMargin(BulletShape shape);
|
|||
|
||||
// =====================================================================================
|
||||
// Debugging
|
||||
public abstract void DumpRigidBody(BulletWorld sim, BulletBody collisionObject);
|
||||
public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { }
|
||||
|
||||
public abstract void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape);
|
||||
public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) { }
|
||||
|
||||
public abstract void DumpConstraint(BulletWorld sim, BulletConstraint constrain);
|
||||
public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { }
|
||||
|
||||
public abstract void DumpActivationInfo(BulletWorld sim);
|
||||
public virtual void DumpActivationInfo(BulletWorld sim) { }
|
||||
|
||||
public abstract void DumpAllInfo(BulletWorld sim);
|
||||
public virtual void DumpAllInfo(BulletWorld sim) { }
|
||||
|
||||
public abstract void DumpPhysicsStatistics(BulletWorld sim);
|
||||
public virtual void DumpPhysicsStatistics(BulletWorld sim) { }
|
||||
|
||||
public virtual void ResetBroadphasePool(BulletWorld sim) { }
|
||||
|
||||
public virtual void ResetConstraintSolver(BulletWorld sim) { }
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -214,7 +214,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
|
||||
// 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
|
||||
OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep;
|
||||
OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
|
||||
|
||||
/*
|
||||
// If moveForce is very small, zero things so we don't keep sending microscopic updates to the user
|
||||
|
@ -231,7 +231,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
*/
|
||||
// DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
|
||||
AddForce(moveForce, false, true);
|
||||
PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -58,14 +58,11 @@ public abstract class BSMotor
|
|||
protected void MDetailLog(string msg, params Object[] parms)
|
||||
{
|
||||
if (PhysicsScene != null)
|
||||
{
|
||||
if (PhysicsScene.VehicleLoggingEnabled)
|
||||
{
|
||||
PhysicsScene.DetailLog(msg, parms);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Motor which moves CurrentValue to TargetValue over TimeScale seconds.
|
||||
// The TargetValue decays in TargetValueDecayTimeScale and
|
||||
|
@ -100,10 +97,13 @@ public class BSVMotor : BSMotor
|
|||
public virtual Vector3 CurrentValue { get; protected set; }
|
||||
public virtual Vector3 LastError { get; protected set; }
|
||||
|
||||
public virtual bool ErrorIsZero
|
||||
{ get {
|
||||
return (LastError == Vector3.Zero || LastError.LengthSquared() <= ErrorZeroThreshold);
|
||||
public virtual bool ErrorIsZero()
|
||||
{
|
||||
return ErrorIsZero(LastError);
|
||||
}
|
||||
public virtual bool ErrorIsZero(Vector3 err)
|
||||
{
|
||||
return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold));
|
||||
}
|
||||
|
||||
public BSVMotor(string useName)
|
||||
|
@ -148,7 +148,7 @@ public class BSVMotor : BSMotor
|
|||
|
||||
Vector3 correction = Vector3.Zero;
|
||||
Vector3 error = TargetValue - CurrentValue;
|
||||
if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
|
||||
if (!ErrorIsZero(error))
|
||||
{
|
||||
correction = Step(timeStep, error);
|
||||
|
||||
|
@ -200,7 +200,7 @@ public class BSVMotor : BSMotor
|
|||
|
||||
LastError = error;
|
||||
Vector3 returnCorrection = Vector3.Zero;
|
||||
if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
|
||||
if (!ErrorIsZero())
|
||||
{
|
||||
// correction = error / secondsItShouldTakeToCorrect
|
||||
Vector3 correctionAmount;
|
||||
|
@ -246,32 +246,139 @@ public class BSVMotor : BSMotor
|
|||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// ============================================================================
|
||||
public class BSFMotor : BSMotor
|
||||
{
|
||||
public float TimeScale { get; set; }
|
||||
public float DecayTimeScale { get; set; }
|
||||
public float Friction { get; set; }
|
||||
public float Efficiency { get; set; }
|
||||
public virtual float TimeScale { get; set; }
|
||||
public virtual float TargetValueDecayTimeScale { get; set; }
|
||||
public virtual float FrictionTimescale { get; set; }
|
||||
public virtual float Efficiency { get; set; }
|
||||
|
||||
public float Target { get; private set; }
|
||||
public float CurrentValue { get; private set; }
|
||||
public virtual float ErrorZeroThreshold { get; set; }
|
||||
|
||||
public virtual float TargetValue { get; protected set; }
|
||||
public virtual float CurrentValue { get; protected set; }
|
||||
public virtual float LastError { get; protected set; }
|
||||
|
||||
public virtual bool ErrorIsZero()
|
||||
{
|
||||
return ErrorIsZero(LastError);
|
||||
}
|
||||
public virtual bool ErrorIsZero(float err)
|
||||
{
|
||||
return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold);
|
||||
}
|
||||
|
||||
public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency)
|
||||
: base(useName)
|
||||
{
|
||||
TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
|
||||
Efficiency = 1f;
|
||||
FrictionTimescale = BSMotor.Infinite;
|
||||
CurrentValue = TargetValue = 0f;
|
||||
ErrorZeroThreshold = 0.01f;
|
||||
}
|
||||
public void SetCurrent(float target)
|
||||
public void SetCurrent(float current)
|
||||
{
|
||||
CurrentValue = current;
|
||||
}
|
||||
public void SetTarget(float target)
|
||||
{
|
||||
TargetValue = target;
|
||||
}
|
||||
public virtual float Step(float timeStep)
|
||||
public override void Zero()
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
base.Zero();
|
||||
CurrentValue = TargetValue = 0f;
|
||||
}
|
||||
|
||||
public virtual float Step(float timeStep)
|
||||
{
|
||||
if (!Enabled) return TargetValue;
|
||||
|
||||
float origTarget = TargetValue; // DEBUG
|
||||
float origCurrVal = CurrentValue; // DEBUG
|
||||
|
||||
float correction = 0f;
|
||||
float error = TargetValue - CurrentValue;
|
||||
if (!ErrorIsZero(error))
|
||||
{
|
||||
correction = Step(timeStep, error);
|
||||
|
||||
CurrentValue += correction;
|
||||
|
||||
// The desired value reduces to zero which also reduces the difference with current.
|
||||
// If the decay time is infinite, don't decay at all.
|
||||
float decayFactor = 0f;
|
||||
if (TargetValueDecayTimeScale != BSMotor.Infinite)
|
||||
{
|
||||
decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
|
||||
TargetValue *= (1f - decayFactor);
|
||||
}
|
||||
|
||||
// The amount we can correct the error is reduced by the friction
|
||||
float frictionFactor = 0f;
|
||||
if (FrictionTimescale != BSMotor.Infinite)
|
||||
{
|
||||
// frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
|
||||
// Individual friction components can be 'infinite' so compute each separately.
|
||||
frictionFactor = 1f / FrictionTimescale;
|
||||
frictionFactor *= timeStep;
|
||||
CurrentValue *= (1f - frictionFactor);
|
||||
}
|
||||
|
||||
MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
|
||||
BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
|
||||
timeStep, error, correction);
|
||||
MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}",
|
||||
BSScene.DetailLogZero, UseName,
|
||||
TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor,
|
||||
TargetValue, CurrentValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Difference between what we have and target is small. Motor is done.
|
||||
CurrentValue = TargetValue;
|
||||
MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}",
|
||||
BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue);
|
||||
}
|
||||
|
||||
return CurrentValue;
|
||||
}
|
||||
|
||||
public virtual float Step(float timeStep, float error)
|
||||
{
|
||||
if (!Enabled) return 0f;
|
||||
|
||||
LastError = error;
|
||||
float returnCorrection = 0f;
|
||||
if (!ErrorIsZero())
|
||||
{
|
||||
// correction = error / secondsItShouldTakeToCorrect
|
||||
float correctionAmount;
|
||||
if (TimeScale == 0f || TimeScale == BSMotor.Infinite)
|
||||
correctionAmount = error * timeStep;
|
||||
else
|
||||
correctionAmount = error / TimeScale * timeStep;
|
||||
|
||||
returnCorrection = correctionAmount;
|
||||
MDetailLog("{0}, BSFMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}",
|
||||
BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount);
|
||||
}
|
||||
return returnCorrection;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>",
|
||||
UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// ============================================================================
|
||||
// Proportional, Integral, Derivitive Motor
|
||||
// Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors.
|
||||
public class BSPIDVMotor : BSVMotor
|
||||
|
@ -281,6 +388,12 @@ public class BSPIDVMotor : BSVMotor
|
|||
public Vector3 integralFactor { get; set; }
|
||||
public Vector3 derivFactor { get; set; }
|
||||
|
||||
// The factors are vectors for the three dimensions. This is the proportional of each
|
||||
// that is applied. This could be multiplied through the actual factors but it
|
||||
// is sometimes easier to manipulate the factors and their mix separately.
|
||||
// to
|
||||
public Vector3 FactorMix;
|
||||
|
||||
// Arbritrary factor range.
|
||||
// EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct.
|
||||
public float EfficiencyHigh = 0.4f;
|
||||
|
@ -295,6 +408,7 @@ public class BSPIDVMotor : BSVMotor
|
|||
proportionFactor = new Vector3(1.00f, 1.00f, 1.00f);
|
||||
integralFactor = new Vector3(1.00f, 1.00f, 1.00f);
|
||||
derivFactor = new Vector3(1.00f, 1.00f, 1.00f);
|
||||
FactorMix = new Vector3(0.5f, 0.25f, 0.25f);
|
||||
RunningIntegration = Vector3.Zero;
|
||||
LastError = Vector3.Zero;
|
||||
}
|
||||
|
@ -310,15 +424,19 @@ public class BSPIDVMotor : BSVMotor
|
|||
set
|
||||
{
|
||||
base.Efficiency = Util.Clamp(value, 0f, 1f);
|
||||
|
||||
// Compute factors based on efficiency.
|
||||
// If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
|
||||
// If efficiency is low (0f), use a factor value that overcorrects.
|
||||
// TODO: might want to vary contribution of different factor depending on efficiency.
|
||||
float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
|
||||
// float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
|
||||
|
||||
proportionFactor = new Vector3(factor, factor, factor);
|
||||
integralFactor = new Vector3(factor, factor, factor);
|
||||
derivFactor = new Vector3(factor, factor, factor);
|
||||
|
||||
MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -331,15 +449,17 @@ public class BSPIDVMotor : BSVMotor
|
|||
RunningIntegration += error * timeStep;
|
||||
|
||||
// A simple derivitive is the rate of change from the last error.
|
||||
Vector3 derivFactor = (error - LastError) * timeStep;
|
||||
Vector3 derivitive = (error - LastError) * timeStep;
|
||||
LastError = error;
|
||||
|
||||
// Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
|
||||
Vector3 ret = -(
|
||||
error * proportionFactor
|
||||
+ RunningIntegration * integralFactor
|
||||
+ derivFactor * derivFactor
|
||||
);
|
||||
// Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
|
||||
Vector3 ret = error * timeStep * proportionFactor * FactorMix.X
|
||||
+ RunningIntegration * integralFactor * FactorMix.Y
|
||||
+ derivitive * derivFactor * FactorMix.Z
|
||||
;
|
||||
|
||||
MDetailLog("{0},BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
|
||||
BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
|
|
@ -497,6 +497,16 @@ public static class BSParam
|
|||
(s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); },
|
||||
(s) => { return (float)s.PhysicsMetricDumpFrames; },
|
||||
(s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ),
|
||||
new ParameterDefn("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
|
||||
0f,
|
||||
(s,cf,p,v) => { ; },
|
||||
(s) => { return 0f; },
|
||||
(s,p,l,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
|
||||
new ParameterDefn("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
|
||||
0f,
|
||||
(s,cf,p,v) => { ; },
|
||||
(s) => { return 0f; },
|
||||
(s,p,l,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
|
||||
};
|
||||
|
||||
// Convert a boolean to our numeric true and false values
|
||||
|
@ -511,6 +521,24 @@ public static class BSParam
|
|||
return (b == ConfigurationParameters.numericTrue ? true : false);
|
||||
}
|
||||
|
||||
private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
|
||||
{
|
||||
BSScene physScene = pPhysScene;
|
||||
physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
|
||||
{
|
||||
physScene.PE.ResetBroadphasePool(physScene.World);
|
||||
});
|
||||
}
|
||||
|
||||
private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
|
||||
{
|
||||
BSScene physScene = pPhysScene;
|
||||
physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
|
||||
{
|
||||
physScene.PE.ResetConstraintSolver(physScene.World);
|
||||
});
|
||||
}
|
||||
|
||||
// Search through the parameter definitions and return the matching
|
||||
// ParameterDefn structure.
|
||||
// Case does not matter as names are compared after converting to lower case.
|
||||
|
|
|
@ -343,6 +343,10 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
|
||||
{
|
||||
string identifier = op + "-" + id.ToString();
|
||||
|
||||
// Clean out any existing action
|
||||
UnRegisterPreStepAction(op, id);
|
||||
|
||||
RegisteredActions[identifier] = actn;
|
||||
PhysicsScene.BeforeStep += actn;
|
||||
DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
|
||||
|
|
|
@ -66,9 +66,6 @@ public sealed class BSPrim : BSPhysObject
|
|||
private float _restitution;
|
||||
private bool _setAlwaysRun;
|
||||
private bool _throttleUpdates;
|
||||
private bool _isColliding;
|
||||
private bool _collidingGround;
|
||||
private bool _collidingObj;
|
||||
private bool _floatOnWater;
|
||||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
|
@ -76,13 +73,14 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
private BSDynamics _vehicle;
|
||||
|
||||
private BSVMotor _targetMotor;
|
||||
private OMV.Vector3 _PIDTarget;
|
||||
private bool _usePID;
|
||||
private float _PIDTau;
|
||||
private bool _useHoverPID;
|
||||
|
||||
private BSFMotor _hoverMotor;
|
||||
private float _PIDHoverHeight;
|
||||
private PIDHoverType _PIDHoverType;
|
||||
private float _PIDHoverTao;
|
||||
private float _PIDHoverTau;
|
||||
|
||||
public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
|
||||
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
|
||||
|
@ -564,6 +562,11 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
return;
|
||||
}
|
||||
public OMV.Vector3 RawVelocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
public override OMV.Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
set {
|
||||
|
@ -1004,13 +1007,99 @@ public sealed class BSPrim : BSPhysObject
|
|||
set { _PIDTau = value; }
|
||||
}
|
||||
public override bool PIDActive {
|
||||
set { _usePID = value; }
|
||||
set {
|
||||
if (value)
|
||||
{
|
||||
// We're taking over after this.
|
||||
ZeroMotion(true);
|
||||
|
||||
_targetMotor = new BSVMotor("BSPrim.PIDTarget",
|
||||
_PIDTau, // timeScale
|
||||
BSMotor.Infinite, // decay time scale
|
||||
BSMotor.InfiniteVector, // friction timescale
|
||||
1f // efficiency
|
||||
);
|
||||
_targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
|
||||
_targetMotor.SetTarget(_PIDTarget);
|
||||
_targetMotor.SetCurrent(RawPosition);
|
||||
/*
|
||||
_targetMotor = new BSPIDVMotor("BSPrim.PIDTarget");
|
||||
_targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
|
||||
|
||||
_targetMotor.SetTarget(_PIDTarget);
|
||||
_targetMotor.SetCurrent(RawPosition);
|
||||
_targetMotor.TimeScale = _PIDTau;
|
||||
_targetMotor.Efficiency = 1f;
|
||||
*/
|
||||
|
||||
RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep)
|
||||
{
|
||||
OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below)
|
||||
|
||||
// 'movePosition' is where we'd like the prim to be at this moment.
|
||||
OMV.Vector3 movePosition = _targetMotor.Step(timeStep);
|
||||
|
||||
// If we are very close to our target, turn off the movement motor.
|
||||
if (_targetMotor.ErrorIsZero())
|
||||
{
|
||||
DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}",
|
||||
LocalID, movePosition, RawPosition, Mass);
|
||||
ForcePosition = _targetMotor.TargetValue;
|
||||
_targetMotor.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
ForcePosition = movePosition;
|
||||
}
|
||||
DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// Stop any targetting
|
||||
UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Used for llSetHoverHeight and maybe vehicle height
|
||||
// Hover Height will override MoveTo target's Z
|
||||
public override bool PIDHoverActive {
|
||||
set { _useHoverPID = value; }
|
||||
set {
|
||||
if (value)
|
||||
{
|
||||
// Turning the target on
|
||||
_hoverMotor = new BSFMotor("BSPrim.Hover",
|
||||
_PIDHoverTau, // timeScale
|
||||
BSMotor.Infinite, // decay time scale
|
||||
BSMotor.Infinite, // friction timescale
|
||||
1f // efficiency
|
||||
);
|
||||
_hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
|
||||
_hoverMotor.SetCurrent(RawPosition.Z);
|
||||
_hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
|
||||
|
||||
RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
|
||||
{
|
||||
_hoverMotor.SetCurrent(RawPosition.Z);
|
||||
_hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
|
||||
float targetHeight = _hoverMotor.Step(timeStep);
|
||||
|
||||
// 'targetHeight' is where we'd like the Z of the prim to be at this moment.
|
||||
// Compute the amount of force to push us there.
|
||||
float moveForce = (targetHeight - RawPosition.Z) * Mass;
|
||||
// Undo anything the object thinks it's doing at the moment
|
||||
moveForce = -RawVelocity.Z * Mass;
|
||||
|
||||
PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce));
|
||||
DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
UnRegisterPreStepAction("BSPrim.Hover", LocalID);
|
||||
}
|
||||
}
|
||||
}
|
||||
public override float PIDHoverHeight {
|
||||
set { _PIDHoverHeight = value; }
|
||||
|
@ -1019,8 +1108,35 @@ public sealed class BSPrim : BSPhysObject
|
|||
set { _PIDHoverType = value; }
|
||||
}
|
||||
public override float PIDHoverTau {
|
||||
set { _PIDHoverTao = value; }
|
||||
set { _PIDHoverTau = value; }
|
||||
}
|
||||
// Based on current position, determine what we should be hovering at now.
|
||||
// Must recompute often. What if we walked offa cliff>
|
||||
private float ComputeCurrentPIDHoverHeight()
|
||||
{
|
||||
float ret = _PIDHoverHeight;
|
||||
float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
|
||||
|
||||
switch (_PIDHoverType)
|
||||
{
|
||||
case PIDHoverType.Ground:
|
||||
ret = groundHeight + _PIDHoverHeight;
|
||||
break;
|
||||
case PIDHoverType.GroundAndWater:
|
||||
float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
|
||||
if (groundHeight > waterHeight)
|
||||
{
|
||||
ret = groundHeight + _PIDHoverHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = waterHeight + _PIDHoverHeight;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
// For RotLookAt
|
||||
public override OMV.Quaternion APIDTarget { set { return; } }
|
||||
|
@ -1037,7 +1153,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// This added force will only last the next simulation tick.
|
||||
public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
|
||||
// for an object, doesn't matter if force is a pushforce or not
|
||||
if (force.IsFinite())
|
||||
if (!IsStatic && force.IsFinite())
|
||||
{
|
||||
float magnitude = force.Length();
|
||||
if (magnitude > BSParam.MaxAddForceMagnitude)
|
||||
|
@ -1047,7 +1163,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
|
||||
OMV.Vector3 addForce = force;
|
||||
DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
|
||||
// DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
|
||||
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
|
||||
{
|
||||
|
|
|
@ -453,6 +453,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// If the prim attributes are simple, this could be a simple Bullet native shape
|
||||
if (!haveShape
|
||||
&& pbs != null
|
||||
&& !pbs.SculptEntry
|
||||
&& nativeShapePossible
|
||||
&& ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim)
|
||||
|| (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
|
||||
|
|
|
@ -1,22 +1,26 @@
|
|||
CURRENT PRIORITIES
|
||||
=================================================
|
||||
Redo BulletSimAPI to allow native C# implementation of Bullet option.
|
||||
Avatar movement
|
||||
flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle
|
||||
walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
|
||||
avatar capsule rotation completed
|
||||
Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE)
|
||||
Meshes rendering as bounding boxes
|
||||
llMoveToTarget
|
||||
Vehicle movement on terrain smoothness
|
||||
limitMotorUp calibration (more down?)
|
||||
Preferred orientatino angular correction fix
|
||||
Surfboard go wonky when turning
|
||||
Angular motor direction is global coordinates rather than local coordinates?
|
||||
Boats float low in the water
|
||||
Avatar movement
|
||||
flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
|
||||
walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
|
||||
avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
|
||||
Enable vehicle border crossings (at least as poorly as ODE)
|
||||
Terrain skirts
|
||||
Avatar created in previous region and not new region when crossing border
|
||||
Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
|
||||
Vehicle movement on terrain smoothness
|
||||
Vehicle script tuning/debugging
|
||||
Avanti speed script
|
||||
Weapon shooter script
|
||||
limitMotorUp calibration (more down?)
|
||||
Boats float low in the water
|
||||
Add material densities to the material types.
|
||||
Add material densities to the material types
|
||||
|
||||
CRASHES
|
||||
=================================================
|
||||
|
|
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Loading…
Reference in New Issue