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author | Robert Adams | 2012-11-27 05:23:50 -0800 |
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committer | Robert Adams | 2012-11-27 10:03:38 -0800 |
commit | 9e0db36c82da303a0d9c709b84b1c35879a39e86 (patch) | |
tree | 91262baddcdfca8b9d97026266bbfc3663183381 /OpenSim | |
parent | Fix database service unit test failures by temporarily reverting BasicDataSer... (diff) | |
download | opensim-SC_OLD-9e0db36c82da303a0d9c709b84b1c35879a39e86.zip opensim-SC_OLD-9e0db36c82da303a0d9c709b84b1c35879a39e86.tar.gz opensim-SC_OLD-9e0db36c82da303a0d9c709b84b1c35879a39e86.tar.bz2 opensim-SC_OLD-9e0db36c82da303a0d9c709b84b1c35879a39e86.tar.xz |
BulletSim: add 'infinite' timescale that does not reduce motor target or friction.
Diffstat (limited to 'OpenSim')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 37 |
1 files changed, 27 insertions, 10 deletions
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 | |||
7 | { | 7 | { |
8 | public abstract class BSMotor | 8 | public abstract class BSMotor |
9 | { | 9 | { |
10 | // Timescales and other things can be turned off by setting them to 'infinite'. | ||
11 | public const float Infinite = 10000f; | ||
12 | public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); | ||
13 | |||
10 | public BSMotor(string useName) | 14 | public BSMotor(string useName) |
11 | { | 15 | { |
12 | UseName = useName; | 16 | UseName = useName; |
@@ -46,8 +50,9 @@ public class BSVMotor : BSMotor | |||
46 | public BSVMotor(string useName) | 50 | public BSVMotor(string useName) |
47 | : base(useName) | 51 | : base(useName) |
48 | { | 52 | { |
49 | TimeScale = TargetValueDecayTimeScale = Efficiency = 1f; | 53 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; |
50 | FrictionTimescale = Vector3.Zero; | 54 | Efficiency = 1f; |
55 | FrictionTimescale = BSMotor.InfiniteVector; | ||
51 | CurrentValue = TargetValue = Vector3.Zero; | 56 | CurrentValue = TargetValue = Vector3.Zero; |
52 | } | 57 | } |
53 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | 58 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) |
@@ -78,23 +83,35 @@ public class BSVMotor : BSMotor | |||
78 | // Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete | 83 | // Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete |
79 | Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; | 84 | Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; |
80 | CurrentValue += addAmount; | 85 | CurrentValue += addAmount; |
86 | |||
81 | returnCurrent = CurrentValue; | 87 | returnCurrent = CurrentValue; |
82 | 88 | ||
83 | // The desired value reduces to zero when also reduces the difference with current. | 89 | // The desired value reduces to zero which also reduces the difference with current. |
84 | float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | 90 | // If the decay time is infinite, don't decay at all. |
85 | TargetValue *= (1f - decayFactor); | 91 | float decayFactor = 0f; |
92 | if (TargetValueDecayTimeScale != BSMotor.Infinite) | ||
93 | { | ||
94 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
95 | TargetValue *= (1f - decayFactor); | ||
96 | } | ||
86 | 97 | ||
87 | Vector3 frictionFactor = Vector3.Zero; | 98 | Vector3 frictionFactor = Vector3.Zero; |
88 | frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | 99 | if (FrictionTimescale != BSMotor.InfiniteVector) |
89 | CurrentValue *= (Vector3.One - frictionFactor); | 100 | { |
101 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | ||
102 | frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; | ||
103 | frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; | ||
104 | frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; | ||
105 | CurrentValue *= (Vector3.One - frictionFactor); | ||
106 | } | ||
90 | 107 | ||
91 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},origTarget={2},origCurr={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", | 108 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", |
92 | BSScene.DetailLogZero, UseName, origTarget, origCurrVal, | 109 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, |
93 | timeStep, TimeScale, addAmount, | 110 | timeStep, TimeScale, addAmount, |
94 | TargetValueDecayTimeScale, decayFactor, | 111 | TargetValueDecayTimeScale, decayFactor, |
95 | FrictionTimescale, frictionFactor); | 112 | FrictionTimescale, frictionFactor); |
96 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", | 113 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", |
97 | BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, | 114 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, |
98 | addAmount, decayFactor, frictionFactor, returnCurrent); | 115 | addAmount, decayFactor, frictionFactor, returnCurrent); |
99 | } | 116 | } |
100 | else | 117 | else |