diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
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 | } |