From 9e0db36c82da303a0d9c709b84b1c35879a39e86 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 27 Nov 2012 05:23:50 -0800 Subject: BulletSim: add 'infinite' timescale that does not reduce motor target or friction. --- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 37 +++++++++++++++++------- 1 file changed, 27 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 480da2c..e91bfa8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -7,6 +7,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public abstract class BSMotor { + // Timescales and other things can be turned off by setting them to 'infinite'. + public const float Infinite = 10000f; + public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); + public BSMotor(string useName) { UseName = useName; @@ -46,8 +50,9 @@ public class BSVMotor : BSMotor public BSVMotor(string useName) : base(useName) { - TimeScale = TargetValueDecayTimeScale = Efficiency = 1f; - FrictionTimescale = Vector3.Zero; + TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; + Efficiency = 1f; + FrictionTimescale = BSMotor.InfiniteVector; CurrentValue = TargetValue = Vector3.Zero; } public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) @@ -78,23 +83,35 @@ public class BSVMotor : BSMotor // Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; CurrentValue += addAmount; + returnCurrent = CurrentValue; - // The desired value reduces to zero when also reduces the difference with current. - float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; - TargetValue *= (1f - decayFactor); + // 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); + } Vector3 frictionFactor = Vector3.Zero; - frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; - CurrentValue *= (Vector3.One - frictionFactor); + if (FrictionTimescale != BSMotor.InfiniteVector) + { + // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; + frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; + frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; + frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; + CurrentValue *= (Vector3.One - frictionFactor); + } - 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, + MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", + BSScene.DetailLogZero, UseName, origCurrVal, origTarget, 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, + BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, addAmount, decayFactor, frictionFactor, returnCurrent); } else -- cgit v1.1