BulletSim: add classes for physics motors. Eventually these will replace the manual code for vehicles and add PID functionality to avatar movement.

integration
Robert Adams 2012-11-07 15:28:06 -08:00
parent 6df9d40d99
commit 67d5dbbb49
1 changed files with 104 additions and 0 deletions

View File

@ -0,0 +1,104 @@
using System;
using System.Collections.Generic;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public abstract class BSMotor
{
public virtual void Reset() { }
public virtual void Zero() { }
}
// Can all the incremental stepping be replaced with motor classes?
public class BSVMotor : BSMotor
{
public Vector3 FrameOfReference { get; set; }
public Vector3 Offset { get; set; }
public float TimeScale { get; set; }
public float TargetValueDecayTimeScale { get; set; }
public Vector3 CurrentValueReductionTimescale { 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)
{
TimeScale = timeScale;
TargetValueDecayTimeScale = decayTimeScale;
CurrentValueReductionTimescale = frictionTimeScale;
Efficiency = efficiency;
}
public void SetCurrent(Vector3 current)
{
CurrentValue = current;
}
public void SetTarget(Vector3 target)
{
TargetValue = target;
}
public Vector3 Step(float timeStep)
{
if (CurrentValue.LengthSquared() > 0.001f)
{
// Vector3 origDir = Target; // DEBUG
// Vector3 origVel = CurrentValue; // DEBUG
// Add (desiredVelocity - currentAppliedVelocity) / howLongItShouldTakeToComplete
Vector3 addAmount = (TargetValue - CurrentValue)/(TargetValue) * timeStep;
CurrentValue += addAmount;
float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
TargetValue *= (1f - decayFactor);
Vector3 frictionFactor = (Vector3.One / CurrentValueReductionTimescale) * timeStep;
CurrentValue *= (Vector3.One - frictionFactor);
}
else
{
// if what remains of direction is very small, zero it.
TargetValue = Vector3.Zero;
CurrentValue = Vector3.Zero;
// VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID);
}
return CurrentValue;
}
}
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 float Target { get; private set; }
public float CurrentValue { get; private set; }
BSFMotor(float timeScale, float decayTimescale, float friction, float efficiency)
{
}
public void SetCurrent(float target)
{
}
public void SetTarget(float target)
{
}
public float Step(float timeStep)
{
return 0f;
}
}
public class BSPIDMotor : BSMotor
{
// TODO: write and use this one
BSPIDMotor()
{
}
}
}