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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs44
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSMotors.cs63
7 files changed, 47 insertions, 67 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 4e067b5..ac8c30c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -118,7 +118,6 @@ public class BSActorAvatarMove : BSActor
118 m_velocityMotor = new BSVMotor("BSCharacter.Velocity", 118 m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
119 0.2f, // time scale 119 0.2f, // time scale
120 BSMotor.Infinite, // decay time scale 120 BSMotor.Infinite, // decay time scale
121 BSMotor.InfiniteVector, // friction timescale
122 1f // efficiency 121 1f // efficiency
123 ); 122 );
124 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. 123 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
index 3630ca8..8a79809 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
@@ -102,7 +102,6 @@ public class BSActorHover : BSActor
102 m_hoverMotor = new BSFMotor("BSActorHover", 102 m_hoverMotor = new BSFMotor("BSActorHover",
103 m_controllingPrim.HoverTau, // timeScale 103 m_controllingPrim.HoverTau, // timeScale
104 BSMotor.Infinite, // decay time scale 104 BSMotor.Infinite, // decay time scale
105 BSMotor.Infinite, // friction timescale
106 1f // efficiency 105 1f // efficiency
107 ); 106 );
108 m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); 107 m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
index 1b598fd..75ff24e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
@@ -105,7 +105,6 @@ public class BSActorMoveToTarget : BSActor
105 m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate", 105 m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate",
106 m_controllingPrim.MoveToTargetTau, // timeScale 106 m_controllingPrim.MoveToTargetTau, // timeScale
107 BSMotor.Infinite, // decay time scale 107 BSMotor.Infinite, // decay time scale
108 BSMotor.InfiniteVector, // friction timescale
109 1f // efficiency 108 1f // efficiency
110 ); 109 );
111 m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. 110 m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
index c0f40fd..96fa0b6 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
@@ -101,7 +101,7 @@ public class BSActorSetForce : BSActor
101 if (m_forceMotor == null) 101 if (m_forceMotor == null)
102 { 102 {
103 // A fake motor that might be used someday 103 // A fake motor that might be used someday
104 m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f, 1f); 104 m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f);
105 105
106 m_physicsScene.BeforeStep += Mover; 106 m_physicsScene.BeforeStep += Mover;
107 } 107 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
index b3806e1..65098e1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
@@ -101,7 +101,7 @@ public class BSActorSetTorque : BSActor
101 if (m_torqueMotor == null) 101 if (m_torqueMotor == null)
102 { 102 {
103 // A fake motor that might be used someday 103 // A fake motor that might be used someday
104 m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f); 104 m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f);
105 105
106 m_physicsScene.BeforeStep += Mover; 106 m_physicsScene.BeforeStep += Mover;
107 } 107 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 0dd2aa5..272a162 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -235,7 +235,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
235 // set all of the components to the same value 235 // set all of the components to the same value
236 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 236 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
237 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); 237 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
238 m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
239 break; 238 break;
240 case Vehicle.ANGULAR_MOTOR_DIRECTION: 239 case Vehicle.ANGULAR_MOTOR_DIRECTION:
241 m_angularMotorDirection = new Vector3(pValue, pValue, pValue); 240 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
@@ -244,7 +243,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
244 break; 243 break;
245 case Vehicle.LINEAR_FRICTION_TIMESCALE: 244 case Vehicle.LINEAR_FRICTION_TIMESCALE:
246 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); 245 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
247 m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
248 break; 246 break;
249 case Vehicle.LINEAR_MOTOR_DIRECTION: 247 case Vehicle.LINEAR_MOTOR_DIRECTION:
250 m_linearMotorDirection = new Vector3(pValue, pValue, pValue); 248 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
@@ -265,7 +263,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
265 { 263 {
266 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 264 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
267 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); 265 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
268 m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
269 break; 266 break;
270 case Vehicle.ANGULAR_MOTOR_DIRECTION: 267 case Vehicle.ANGULAR_MOTOR_DIRECTION:
271 // Limit requested angular speed to 2 rps= 4 pi rads/sec 268 // Limit requested angular speed to 2 rps= 4 pi rads/sec
@@ -278,7 +275,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
278 break; 275 break;
279 case Vehicle.LINEAR_FRICTION_TIMESCALE: 276 case Vehicle.LINEAR_FRICTION_TIMESCALE:
280 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); 277 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
281 m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
282 break; 278 break;
283 case Vehicle.LINEAR_MOTOR_DIRECTION: 279 case Vehicle.LINEAR_MOTOR_DIRECTION:
284 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); 280 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
@@ -559,14 +555,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
559 break; 555 break;
560 } 556 }
561 557
562 m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, 558 m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, 1f);
563 m_linearMotorDecayTimescale, m_linearFrictionTimescale,
564 1f);
565 m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 559 m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
566 560
567 m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, 561 m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, 1f);
568 m_angularMotorDecayTimescale, m_angularFrictionTimescale,
569 1f);
570 m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 562 m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
571 563
572 /* Not implemented 564 /* Not implemented
@@ -574,7 +566,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
574 BSMotor.Infinite, BSMotor.InfiniteVector, 566 BSMotor.Infinite, BSMotor.InfiniteVector,
575 m_verticalAttractionEfficiency); 567 m_verticalAttractionEfficiency);
576 // Z goes away and we keep X and Y 568 // Z goes away and we keep X and Y
577 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
578 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 569 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
579 */ 570 */
580 571
@@ -1050,8 +1041,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1050 // Add this correction to the velocity to make it faster/slower. 1041 // Add this correction to the velocity to make it faster/slower.
1051 VehicleVelocity += linearMotorVelocityW; 1042 VehicleVelocity += linearMotorVelocityW;
1052 1043
1053 VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", 1044 // Friction reduces vehicle motion
1054 ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); 1045 Vector3 frictionFactor = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep);
1046 VehicleVelocity -= (VehicleVelocity * frictionFactor);
1047
1048 VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}",
1049 ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV,
1050 linearMotorVelocityW, VehicleVelocity, frictionFactor);
1055 } 1051 }
1056 1052
1057 public void ComputeLinearTerrainHeightCorrection(float pTimestep) 1053 public void ComputeLinearTerrainHeightCorrection(float pTimestep)
@@ -1342,6 +1338,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1342 // } 1338 // }
1343 1339
1344 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; 1340 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
1341
1342 // Reduce any velocity by friction.
1343 Vector3 frictionFactor = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
1344 VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactor);
1345
1345 VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV); 1346 VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV);
1346 } 1347 }
1347 1348
@@ -1629,6 +1630,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1629 1630
1630 } 1631 }
1631 1632
1633 // Given a friction vector (reduction in seconds) and a timestep, return the factor to reduce
1634 // some value by to apply this friction.
1635 private Vector3 ComputeFrictionFactor(Vector3 friction, float pTimestep)
1636 {
1637 Vector3 frictionFactor = Vector3.Zero;
1638 if (friction != BSMotor.InfiniteVector)
1639 {
1640 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
1641 // Individual friction components can be 'infinite' so compute each separately.
1642 frictionFactor.X = (friction.X == BSMotor.Infinite) ? 0f : (1f / friction.X);
1643 frictionFactor.Y = (friction.Y == BSMotor.Infinite) ? 0f : (1f / friction.Y);
1644 frictionFactor.Z = (friction.Z == BSMotor.Infinite) ? 0f : (1f / friction.Z);
1645 frictionFactor *= pTimestep;
1646 }
1647 return frictionFactor;
1648 }
1649
1632 private float ClampInRange(float low, float val, float high) 1650 private float ClampInRange(float low, float val, float high)
1633 { 1651 {
1634 return Math.Max(low, Math.Min(val, high)); 1652 return Math.Max(low, Math.Min(val, high));
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index 0128d8d..ef662b5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -65,13 +65,11 @@ public abstract class BSMotor
65} 65}
66 66
67// Motor which moves CurrentValue to TargetValue over TimeScale seconds. 67// Motor which moves CurrentValue to TargetValue over TimeScale seconds.
68// The TargetValue decays in TargetValueDecayTimeScale and 68// The TargetValue decays in TargetValueDecayTimeScale.
69// the CurrentValue will be held back by FrictionTimeScale.
70// This motor will "zero itself" over time in that the targetValue will 69// This motor will "zero itself" over time in that the targetValue will
71// decay to zero and the currentValue will follow it to that zero. 70// decay to zero and the currentValue will follow it to that zero.
72// The overall effect is for the returned correction value to go from large 71// The overall effect is for the returned correction value to go from large
73// values (the total difference between current and target minus friction) 72// values to small and eventually zero values.
74// to small and eventually zero values.
75// TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. 73// TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay.
76 74
77// For instance, if something is moving at speed X and the desired speed is Y, 75// For instance, if something is moving at speed X and the desired speed is Y,
@@ -88,7 +86,6 @@ public class BSVMotor : BSMotor
88 86
89 public virtual float TimeScale { get; set; } 87 public virtual float TimeScale { get; set; }
90 public virtual float TargetValueDecayTimeScale { get; set; } 88 public virtual float TargetValueDecayTimeScale { get; set; }
91 public virtual Vector3 FrictionTimescale { get; set; }
92 public virtual float Efficiency { get; set; } 89 public virtual float Efficiency { get; set; }
93 90
94 public virtual float ErrorZeroThreshold { get; set; } 91 public virtual float ErrorZeroThreshold { get; set; }
@@ -111,16 +108,14 @@ public class BSVMotor : BSMotor
111 { 108 {
112 TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; 109 TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
113 Efficiency = 1f; 110 Efficiency = 1f;
114 FrictionTimescale = BSMotor.InfiniteVector;
115 CurrentValue = TargetValue = Vector3.Zero; 111 CurrentValue = TargetValue = Vector3.Zero;
116 ErrorZeroThreshold = 0.001f; 112 ErrorZeroThreshold = 0.001f;
117 } 113 }
118 public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) 114 public BSVMotor(string useName, float timeScale, float decayTimeScale, float efficiency)
119 : this(useName) 115 : this(useName)
120 { 116 {
121 TimeScale = timeScale; 117 TimeScale = timeScale;
122 TargetValueDecayTimeScale = decayTimeScale; 118 TargetValueDecayTimeScale = decayTimeScale;
123 FrictionTimescale = frictionTimeScale;
124 Efficiency = efficiency; 119 Efficiency = efficiency;
125 CurrentValue = TargetValue = Vector3.Zero; 120 CurrentValue = TargetValue = Vector3.Zero;
126 } 121 }
@@ -165,26 +160,11 @@ public class BSVMotor : BSMotor
165 TargetValue *= (1f - decayFactor); 160 TargetValue *= (1f - decayFactor);
166 } 161 }
167 162
168 // The amount we can correct the error is reduced by the friction
169 Vector3 frictionFactor = Vector3.Zero;
170 if (FrictionTimescale != BSMotor.InfiniteVector)
171 {
172 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
173 // Individual friction components can be 'infinite' so compute each separately.
174 frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X);
175 frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y);
176 frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z);
177 frictionFactor *= timeStep;
178 CurrentValue *= (Vector3.One - frictionFactor);
179 }
180
181 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", 163 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
182 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, 164 BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
183 timeStep, error, correction); 165 timeStep, error, correction);
184 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", 166 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}",
185 BSScene.DetailLogZero, UseName, 167 BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue);
186 TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor,
187 TargetValue, CurrentValue);
188 } 168 }
189 else 169 else
190 { 170 {
@@ -235,9 +215,9 @@ public class BSVMotor : BSMotor
235 // maximum number of outputs to generate. 215 // maximum number of outputs to generate.
236 int maxOutput = 50; 216 int maxOutput = 50;
237 MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); 217 MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName);
238 MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", 218 MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},eff={4},curr={5},tgt={6}",
239 BSScene.DetailLogZero, UseName, 219 BSScene.DetailLogZero, UseName,
240 TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, 220 TimeScale, TargetValueDecayTimeScale, Efficiency,
241 CurrentValue, TargetValue); 221 CurrentValue, TargetValue);
242 222
243 LastError = BSMotor.InfiniteVector; 223 LastError = BSMotor.InfiniteVector;
@@ -254,8 +234,8 @@ public class BSVMotor : BSMotor
254 234
255 public override string ToString() 235 public override string ToString()
256 { 236 {
257 return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>", 237 return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>",
258 UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale); 238 UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale);
259 } 239 }
260} 240}
261 241
@@ -265,7 +245,6 @@ public class BSFMotor : BSMotor
265{ 245{
266 public virtual float TimeScale { get; set; } 246 public virtual float TimeScale { get; set; }
267 public virtual float TargetValueDecayTimeScale { get; set; } 247 public virtual float TargetValueDecayTimeScale { get; set; }
268 public virtual float FrictionTimescale { get; set; }
269 public virtual float Efficiency { get; set; } 248 public virtual float Efficiency { get; set; }
270 249
271 public virtual float ErrorZeroThreshold { get; set; } 250 public virtual float ErrorZeroThreshold { get; set; }
@@ -283,12 +262,11 @@ public class BSFMotor : BSMotor
283 return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); 262 return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold);
284 } 263 }
285 264
286 public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) 265 public BSFMotor(string useName, float timeScale, float decayTimescale, float efficiency)
287 : base(useName) 266 : base(useName)
288 { 267 {
289 TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; 268 TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
290 Efficiency = 1f; 269 Efficiency = 1f;
291 FrictionTimescale = BSMotor.Infinite;
292 CurrentValue = TargetValue = 0f; 270 CurrentValue = TargetValue = 0f;
293 ErrorZeroThreshold = 0.01f; 271 ErrorZeroThreshold = 0.01f;
294 } 272 }
@@ -331,24 +309,11 @@ public class BSFMotor : BSMotor
331 TargetValue *= (1f - decayFactor); 309 TargetValue *= (1f - decayFactor);
332 } 310 }
333 311
334 // The amount we can correct the error is reduced by the friction
335 float frictionFactor = 0f;
336 if (FrictionTimescale != BSMotor.Infinite)
337 {
338 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
339 // Individual friction components can be 'infinite' so compute each separately.
340 frictionFactor = 1f / FrictionTimescale;
341 frictionFactor *= timeStep;
342 CurrentValue *= (1f - frictionFactor);
343 }
344
345 MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", 312 MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
346 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, 313 BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
347 timeStep, error, correction); 314 timeStep, error, correction);
348 MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", 315 MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}",
349 BSScene.DetailLogZero, UseName, 316 BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue);
350 TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor,
351 TargetValue, CurrentValue);
352 } 317 }
353 else 318 else
354 { 319 {
@@ -390,8 +355,8 @@ public class BSFMotor : BSMotor
390 355
391 public override string ToString() 356 public override string ToString()
392 { 357 {
393 return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>", 358 return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>",
394 UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale); 359 UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale);
395 } 360 }
396 361
397} 362}