153 lines
5.1 KiB
C#
Executable File
153 lines
5.1 KiB
C#
Executable File
using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public abstract class BSMotor
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{
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public BSMotor(string useName)
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{
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UseName = useName;
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PhysicsScene = null;
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}
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public virtual void Reset() { }
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public virtual void Zero() { }
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public string UseName { get; private set; }
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// Used only for outputting debug information. Might not be set so check for null.
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public BSScene PhysicsScene { get; set; }
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protected void MDetailLog(string msg, params Object[] parms)
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{
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if (PhysicsScene != null)
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{
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if (PhysicsScene.VehicleLoggingEnabled)
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{
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PhysicsScene.DetailLog(msg, parms);
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}
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}
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}
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}
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// Can all the incremental stepping be replaced with motor classes?
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public class BSVMotor : BSMotor
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{
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public Vector3 FrameOfReference { get; set; }
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public Vector3 Offset { get; set; }
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public float TimeScale { get; set; }
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public float TargetValueDecayTimeScale { get; set; }
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public Vector3 FrictionTimescale { get; set; }
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public float Efficiency { get; set; }
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public Vector3 TargetValue { get; private set; }
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public Vector3 CurrentValue { get; private set; }
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public BSVMotor(string useName)
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: base(useName)
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{
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TimeScale = TargetValueDecayTimeScale = Efficiency = 1f;
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FrictionTimescale = Vector3.Zero;
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CurrentValue = TargetValue = Vector3.Zero;
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}
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public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
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: this(useName)
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{
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TimeScale = timeScale;
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TargetValueDecayTimeScale = decayTimeScale;
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FrictionTimescale = frictionTimeScale;
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Efficiency = efficiency;
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CurrentValue = TargetValue = Vector3.Zero;
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}
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public void SetCurrent(Vector3 current)
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{
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CurrentValue = current;
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}
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public void SetTarget(Vector3 target)
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{
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TargetValue = target;
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}
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public Vector3 Step(float timeStep)
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{
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Vector3 returnCurrent = Vector3.Zero;
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if (!CurrentValue.ApproxEquals(TargetValue, 0.01f))
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{
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Vector3 origTarget = TargetValue; // DEBUG
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Vector3 origCurrVal = CurrentValue; // DEBUG
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// Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete
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Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep;
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CurrentValue += addAmount;
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returnCurrent = CurrentValue;
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// The desired value reduces to zero when also reduces the difference with current.
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float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
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TargetValue *= (1f - decayFactor);
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Vector3 frictionFactor = Vector3.Zero;
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frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
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CurrentValue *= (Vector3.One - frictionFactor);
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MDetailLog("{0},BSVMotor.Step,nonZero,{1},origTarget={2},origCurr={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
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BSScene.DetailLogZero, UseName, origTarget, origCurrVal,
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timeStep, TimeScale, addAmount,
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TargetValueDecayTimeScale, decayFactor,
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FrictionTimescale, frictionFactor);
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MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
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BSScene.DetailLogZero, UseName, TargetValue, CurrentValue,
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addAmount, decayFactor, frictionFactor, returnCurrent);
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}
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else
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{
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// Difference between what we have and target is small. Motor is done.
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CurrentValue = Vector3.Zero;
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TargetValue = Vector3.Zero;
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MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
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BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent);
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}
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return returnCurrent;
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}
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public override string ToString()
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{
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return String.Format("<{0},curr={1},targ={2},decayTS={3},frictTS={4}>",
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UseName, CurrentValue, TargetValue, TargetValueDecayTimeScale, FrictionTimescale);
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}
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}
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public class BSFMotor : BSMotor
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{
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public float TimeScale { get; set; }
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public float DecayTimeScale { get; set; }
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public float Friction { get; set; }
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public float Efficiency { get; set; }
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public float Target { get; private set; }
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public float CurrentValue { get; private set; }
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public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency)
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: base(useName)
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{
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}
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public void SetCurrent(float target)
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{
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}
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public void SetTarget(float target)
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{
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}
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public float Step(float timeStep)
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{
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return 0f;
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}
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}
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public class BSPIDMotor : BSMotor
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{
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// TODO: write and use this one
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public BSPIDMotor(string useName)
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: base(useName)
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{
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}
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}
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}
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