BulletSim: avatar movement smoothed with motor that modifies avatar velocity to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
parent
b4f8a05e9a
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8c99f63239
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@ -69,6 +69,8 @@ public sealed class BSCharacter : BSPhysObject
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private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
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private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
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private float _currentFriction; // the friction currently being used (changed by setVelocity).
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private float _currentFriction; // the friction currently being used (changed by setVelocity).
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private BSVMotor _velocityMotor;
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private OMV.Vector3 _PIDTarget;
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private OMV.Vector3 _PIDTarget;
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private bool _usePID;
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private bool _usePID;
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private float _PIDTau;
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private float _PIDTau;
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@ -89,6 +91,18 @@ public sealed class BSCharacter : BSPhysObject
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if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
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if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
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if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
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if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
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// A motor to control the acceleration and deceleration of the avatar movement.
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// _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f);
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// _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f);
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// Infinite decay and timescale values so motor only changes current to target values.
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_velocityMotor = new BSVMotor("BSCharacter.Velocity",
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0.2f, // time scale
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BSMotor.Infinite, // decay time scale
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BSMotor.InfiniteVector, // friction timescale
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1f // efficiency
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);
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_velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
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_flying = isFlying;
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_flying = isFlying;
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_orientation = OMV.Quaternion.Identity;
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_orientation = OMV.Quaternion.Identity;
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_velocity = OMV.Vector3.Zero;
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_velocity = OMV.Vector3.Zero;
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@ -138,6 +152,10 @@ public sealed class BSCharacter : BSPhysObject
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ForcePosition = _position;
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ForcePosition = _position;
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// Set the velocity and compute the proper friction
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// Set the velocity and compute the proper friction
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ForceVelocity = _velocity;
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ForceVelocity = _velocity;
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// Setting the current and target in the motor will cause it to start computing any deceleration.
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_velocityMotor.Reset();
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_velocityMotor.SetCurrent(_velocity);
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_velocityMotor.SetTarget(_velocity);
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// This will enable or disable the flying buoyancy of the avatar.
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// This will enable or disable the flying buoyancy of the avatar.
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// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
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// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
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@ -239,6 +257,7 @@ public sealed class BSCharacter : BSPhysObject
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public override void ZeroMotion(bool inTaintTime)
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public override void ZeroMotion(bool inTaintTime)
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{
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{
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_velocity = OMV.Vector3.Zero;
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_velocity = OMV.Vector3.Zero;
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_velocityMotor.Zero();
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_acceleration = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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@ -400,10 +419,38 @@ public sealed class BSCharacter : BSPhysObject
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public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
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public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
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public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
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public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
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// Sets the target in the motor. This starts the changing of the avatar's velocity.
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public override OMV.Vector3 TargetVelocity
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{
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get
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{
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return _velocityMotor.TargetValue;
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}
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set
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{
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DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
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OMV.Vector3 targetVel = value;
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PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
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{
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float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
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_velocityMotor.Reset();
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_velocityMotor.SetTarget(targetVel);
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_velocityMotor.SetCurrent(_velocity);
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// Compute a velocity value and make sure it gets pushed into the avatar.
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// This makes sure the avatar will start from a stop.
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ForceVelocity = _velocityMotor.Step(timeStep);
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});
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}
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}
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// Directly setting velocity means this is what the user really wants now.
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public override OMV.Vector3 Velocity {
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public override OMV.Vector3 Velocity {
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get { return _velocity; }
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get { return _velocity; }
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set {
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set {
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_velocity = value;
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_velocity = value;
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_velocityMotor.Reset();
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_velocityMotor.SetCurrent(_velocity);
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_velocityMotor.SetTarget(_velocity);
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// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
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// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
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PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
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PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
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{
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{
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@ -415,6 +462,8 @@ public sealed class BSCharacter : BSPhysObject
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public override OMV.Vector3 ForceVelocity {
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public override OMV.Vector3 ForceVelocity {
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get { return _velocity; }
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get { return _velocity; }
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set {
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set {
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PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
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// Depending on whether the avatar is moving or not, change the friction
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// Depending on whether the avatar is moving or not, change the friction
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// to keep the avatar from slipping around
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// to keep the avatar from slipping around
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if (_velocity.Length() == 0)
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if (_velocity.Length() == 0)
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@ -511,6 +560,13 @@ public sealed class BSCharacter : BSPhysObject
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get { return _flying; }
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get { return _flying; }
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set {
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set {
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_flying = value;
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_flying = value;
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// Velocity movement is different when flying: flying velocity degrades over time.
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if (_flying)
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_velocityMotor.TargetValueDecayTimeScale = 1f;
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else
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_velocityMotor.TargetValueDecayTimeScale = BSMotor.Infinite;
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// simulate flying by changing the effect of gravity
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// simulate flying by changing the effect of gravity
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Buoyancy = ComputeBuoyancyFromFlying(_flying);
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Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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}
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@ -581,7 +637,10 @@ public sealed class BSCharacter : BSPhysObject
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}
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}
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public override float ForceBuoyancy {
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public override float ForceBuoyancy {
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get { return _buoyancy; }
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get { return _buoyancy; }
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set { _buoyancy = value;
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set {
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PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
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_buoyancy = value;
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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// Buoyancy is faked by changing the gravity applied to the object
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// Buoyancy is faked by changing the gravity applied to the object
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float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
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float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
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@ -698,6 +757,21 @@ public sealed class BSCharacter : BSPhysObject
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LastEntityProperties = CurrentEntityProperties;
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LastEntityProperties = CurrentEntityProperties;
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CurrentEntityProperties = entprop;
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CurrentEntityProperties = entprop;
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// Avatars don't respond to world friction, etc. They only go the speed I tell them too.
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// Special kludge here for falling. Even though the target velocity might not have a
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// Z component, the avatar could be falling (walked off a ledge, stopped flying, ...)
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// and that velocity component must be retained.
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float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
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OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
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stepVelocity.Z += entprop.Velocity.Z;
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_velocity = stepVelocity;
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
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/*
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OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
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OMV.Vector3 avVel = new OMV.Vector3(stepVelocity.X, stepVelocity.Y, entprop.Velocity.Z);
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_velocity = avVel;
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
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if (entprop.Velocity != LastEntityProperties.Velocity)
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if (entprop.Velocity != LastEntityProperties.Velocity)
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{
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{
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// Changes in the velocity are suppressed in avatars.
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// Changes in the velocity are suppressed in avatars.
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@ -706,6 +780,7 @@ public sealed class BSCharacter : BSPhysObject
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_velocity = avVel;
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_velocity = avVel;
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
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}
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}
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*/
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// Tell the linkset about value changes
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// Tell the linkset about value changes
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Linkset.UpdateProperties(this, true);
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Linkset.UpdateProperties(this, true);
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@ -532,16 +532,18 @@ public sealed class BSPrim : BSPhysObject
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PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
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PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
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{
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{
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// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
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// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
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if (PhysBody.HasPhysicalBody)
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ForceVelocity = _velocity;
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
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});
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});
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}
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}
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}
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}
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public override OMV.Vector3 ForceVelocity {
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public override OMV.Vector3 ForceVelocity {
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get { return _velocity; }
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get { return _velocity; }
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set {
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set {
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PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
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_velocity = value;
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_velocity = value;
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
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}
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}
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}
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}
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public override OMV.Vector3 Torque {
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public override OMV.Vector3 Torque {
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