From 084e3926ca4c344279935f1bce3173c8f6e8258a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 25 Nov 2012 20:03:36 -0800 Subject: BulletSim: use m_angularMotor to do the basic movement. Add the setting of same. Rename the angular forces and add comments to match MoveAngular to the form of MoveLinear. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 124 +++++++++++---------- 1 file changed, 64 insertions(+), 60 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 7757584..95a4134 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -93,6 +93,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // private Vector3 m_linearMotorOffset = Vector3.Zero; //Angular properties + private BSVMotor m_angularMotor = new BSVMotor("AngularMotor"); private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor // private int m_angularMotorApply = 0; // application frame counter private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity @@ -153,9 +154,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: m_angularMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); + m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; break; case Vehicle.ANGULAR_MOTOR_TIMESCALE: m_angularMotorTimescale = Math.Max(pValue, 0.01f); + m_angularMotor.TimeScale = m_angularMotorTimescale; break; case Vehicle.BANKING_EFFICIENCY: m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); @@ -203,10 +206,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin // set all of the components to the same value case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); + m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue, pValue, pValue); - // m_angularMotorApply = 100; + m_angularMotor.SetTarget(m_angularMotorDirection); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); @@ -231,6 +235,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); + m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; break; case Vehicle.ANGULAR_MOTOR_DIRECTION: // Limit requested angular speed to 2 rps= 4 pi rads/sec @@ -238,7 +243,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); - // m_angularMotorApply = 100; + m_angularMotor.SetTarget(m_angularMotorDirection); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); @@ -358,10 +363,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_bankingMix = 1; m_referenceFrame = Quaternion.Identity; - m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); - m_flags &= - ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | - VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); + m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY + | VehicleFlag.HOVER_TERRAIN_ONLY + | VehicleFlag.HOVER_GLOBAL_HEIGHT + | VehicleFlag.HOVER_UP_ONLY); + m_flags |= (VehicleFlag.NO_DEFLECTION_UP + | VehicleFlag.LIMIT_ROLL_ONLY + | VehicleFlag.LIMIT_MOTOR_UP); break; case Vehicle.TYPE_CAR: m_linearMotorDirection = Vector3.Zero; @@ -521,8 +529,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Update any physical parameters based on this type. Refresh(); - m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f); + m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, + m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f); m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) + m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, + m_angularMotorDecayTimescale, m_angularFrictionTimescale, 1f); + m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) + + // m_bankingMotor = new BSVMotor("BankingMotor", ...); } // Some of the properties of this prim may have changed. @@ -577,26 +591,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (!IsActive) return; MoveLinear(pTimestep); - // Commented out for debug MoveAngular(pTimestep); - // Prim.ApplyTorqueImpulse(-Prim.RotationalVelocity * m_vehicleMass, false); // DEBUG DEBUG - // Prim.ForceRotationalVelocity = -Prim.RotationalVelocity; // DEBUG DEBUG LimitRotation(pTimestep); // remember the position so next step we can limit absolute movement effects m_lastPositionVector = Prim.ForcePosition; - VDetailLog("{0},BSDynamics.Step,frict={1},grav={2},inertia={3},mass={4}", // DEBUG DEBUG - Prim.LocalID, - BulletSimAPI.GetFriction2(Prim.PhysBody.ptr), - BulletSimAPI.GetGravity2(Prim.PhysBody.ptr), - Prim.Inertia, - m_vehicleMass - ); VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); - }// end Step + } // Apply the effect of the linear motor. // Also does hover and float. @@ -790,6 +794,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } // end MoveLinear() // ======================================================================= + // ======================================================================= // Apply the effect of the angular motor. private void MoveAngular(float pTimestep) { @@ -819,12 +824,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_angularMotorVelocity = Vector3.Zero; } - #region Vertical attactor - - Vector3 vertattr = Vector3.Zero; - Vector3 deflection = Vector3.Zero; - Vector3 banking = Vector3.Zero; + Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); + // ================================================================== + Vector3 verticalAttractionContribution = Vector3.Zero; // If vertical attaction timescale is reasonable and we applied an angular force last time... if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) { @@ -854,24 +857,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y // then .X increases, so change Body angular velocity X based on Y, and Y based on X. // Z is not changed. - vertattr.X = verticalError.Y; - vertattr.Y = - verticalError.X; - vertattr.Z = 0f; + verticalAttractionContribution.X = verticalError.Y; + verticalAttractionContribution.Y = - verticalError.X; + verticalAttractionContribution.Z = 0f; // scaling appears better usingsquare-law Vector3 angularVelocity = Prim.ForceRotationalVelocity; float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); - vertattr.X += bounce * angularVelocity.X; - vertattr.Y += bounce * angularVelocity.Y; + verticalAttractionContribution.X += bounce * angularVelocity.X; + verticalAttractionContribution.Y += bounce * angularVelocity.Y; VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}", - Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, vertattr); + Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, verticalAttractionContribution); } - #endregion // Vertical attactor - - #region Deflection + // ================================================================== + Vector3 deflectionContribution = Vector3.Zero; if (m_angularDeflectionEfficiency != 0) { // Compute a scaled vector that points in the preferred axis (X direction) @@ -882,18 +884,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); // Scale by efficiency and timescale - deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; + deflectionContribution = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", - Prim.LocalID, preferredAxisOfMotion, deflection); + Prim.LocalID, preferredAxisOfMotion, deflectionContribution); // This deflection computation is not correct. - deflection = Vector3.Zero; + deflectionContribution = Vector3.Zero; } - #endregion - - #region Banking - + // ================================================================== + Vector3 bankingContribution = Vector3.Zero; if (m_bankingEfficiency != 0) { Vector3 dir = Vector3.One * Prim.ForceOrientation; @@ -923,7 +923,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } else { - banking.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4; + bankingContribution.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4; } //If they are colliding, we probably shouldn't shove the prim around... probably @@ -941,22 +941,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin else if (bankingRot.X < -3) bankingRot.X = -3; bankingRot *= Prim.ForceOrientation; - banking += bankingRot; + bankingContribution += bankingRot; } m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", - Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, banking); + Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, bankingContribution); } - #endregion - - m_lastVertAttractor = vertattr; + // ================================================================== + m_lastVertAttractor = verticalAttractionContribution; // Sum velocities - m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection; - - #region Linear Motor Offset + m_lastAngularVelocity = angularMotorContribution + + verticalAttractionContribution + + bankingContribution + + deflectionContribution; + // ================================================================== //Offset section if (m_linearMotorOffset != Vector3.Zero) { @@ -972,8 +973,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // // The torque created is the linear velocity crossed with the offset - // NOTE: this computation does should be in the linear section - // because there we know the impulse being applied. + // TODO: this computation should be in the linear section + // because that is where we know the impulse being applied. Vector3 torqueFromOffset = Vector3.Zero; // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); if (float.IsNaN(torqueFromOffset.X)) @@ -987,8 +988,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); } - #endregion - + // ================================================================== + // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) { m_lastAngularVelocity.X = 0; @@ -996,6 +997,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); } + // ================================================================== if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) { m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. @@ -1008,18 +1010,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin // The above calculates the absolute angular velocity needed. Angular velocity is massless. // Since we are stuffing the angular velocity directly into the object, the computed // velocity needs to be scaled by the timestep. - Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - Prim.ForceRotationalVelocity); + // Also remove any motion that is on the object so added motion is only from vehicle. + Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) + - Prim.ForceRotationalVelocity); Prim.ForceRotationalVelocity = applyAngularForce; - // Decay the angular movement for next time - Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep; - m_lastAngularVelocity *= Vector3.One - decayamount; - - VDetailLog("{0},MoveAngular,done,newRotVel={1},decay={2},lastAngular={3}", - Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity); + VDetailLog("{0},MoveAngular,done,newRotVel={1},lastAngular={2}", + Prim.LocalID, applyAngularForce, m_lastAngularVelocity); } - } //end MoveAngular + } + // This is from previous instantiations of XXXDynamics.cs. + // Applies roll reference frame. + // TODO: is this the right way to separate the code to do this operation? + // Should this be in MoveAngular()? internal void LimitRotation(float timestep) { Quaternion rotq = Prim.ForceOrientation; -- cgit v1.1