From 67d5dbbb49fa44e433bc6f5448f1b3e16c242524 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Nov 2012 15:28:06 -0800 Subject: BulletSim: add classes for physics motors. Eventually these will replace the manual code for vehicles and add PID functionality to avatar movement. --- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 104 +++++++++++++++++++++++ 1 file changed, 104 insertions(+) create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs new file mode 100755 index 0000000..bc6e4c4 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -0,0 +1,104 @@ +using System; +using System.Collections.Generic; +using System.Text; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public abstract class BSMotor +{ + public virtual void Reset() { } + public virtual void Zero() { } +} +// Can all the incremental stepping be replaced with motor classes? +public class BSVMotor : BSMotor +{ + public Vector3 FrameOfReference { get; set; } + public Vector3 Offset { get; set; } + + public float TimeScale { get; set; } + public float TargetValueDecayTimeScale { get; set; } + public Vector3 CurrentValueReductionTimescale { get; set; } + public float Efficiency { get; set; } + + public Vector3 TargetValue { get; private set; } + public Vector3 CurrentValue { get; private set; } + + + + BSVMotor(float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) + { + TimeScale = timeScale; + TargetValueDecayTimeScale = decayTimeScale; + CurrentValueReductionTimescale = frictionTimeScale; + Efficiency = efficiency; + } + public void SetCurrent(Vector3 current) + { + CurrentValue = current; + } + public void SetTarget(Vector3 target) + { + TargetValue = target; + } + public Vector3 Step(float timeStep) + { + if (CurrentValue.LengthSquared() > 0.001f) + { + // Vector3 origDir = Target; // DEBUG + // Vector3 origVel = CurrentValue; // DEBUG + + // Add (desiredVelocity - currentAppliedVelocity) / howLongItShouldTakeToComplete + Vector3 addAmount = (TargetValue - CurrentValue)/(TargetValue) * timeStep; + CurrentValue += addAmount; + + float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; + TargetValue *= (1f - decayFactor); + + Vector3 frictionFactor = (Vector3.One / CurrentValueReductionTimescale) * timeStep; + CurrentValue *= (Vector3.One - frictionFactor); + } + else + { + // if what remains of direction is very small, zero it. + TargetValue = Vector3.Zero; + CurrentValue = Vector3.Zero; + + // VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); + } + return CurrentValue; + } +} + +public class BSFMotor : BSMotor +{ + public float TimeScale { get; set; } + public float DecayTimeScale { get; set; } + public float Friction { get; set; } + public float Efficiency { get; set; } + + public float Target { get; private set; } + public float CurrentValue { get; private set; } + + BSFMotor(float timeScale, float decayTimescale, float friction, float efficiency) + { + } + public void SetCurrent(float target) + { + } + public void SetTarget(float target) + { + } + public float Step(float timeStep) + { + return 0f; + } +} +public class BSPIDMotor : BSMotor +{ + // TODO: write and use this one + BSPIDMotor() + { + } +} +} -- cgit v1.1