From 59554758b155c7965dc414a16e8b35c115ad3f64 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 27 Nov 2012 05:24:29 -0800 Subject: BulletSim: implementation of vertical attraction motor. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 103 +++++++++++++-------- 1 file changed, 62 insertions(+), 41 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 6ff8a48..d94abf4 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -125,6 +125,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. //Attractor properties + private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); private float m_verticalAttractionEfficiency = 1.0f; // damped private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. @@ -197,9 +198,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); + m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; break; case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); + m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; break; // These are vector properties but the engine lets you use a single float value to @@ -530,12 +533,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin Refresh(); m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, - m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f); + 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_angularMotorDecayTimescale, m_angularFrictionTimescale, + 1f); m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) + m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, + BSMotor.Infinite, BSMotor.InfiniteVector, + m_verticalAttractionEfficiency); + // Z goes away and we keep X and Y + m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); + m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) + // m_bankingMotor = new BSVMotor("BankingMotor", ...); } @@ -829,46 +842,63 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); // ================================================================== + // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement + if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) + { + angularMotorContribution.X = 0f; + angularMotorContribution.Y = 0f; + VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); + } + + // ================================================================== 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) + if (m_verticalAttractionTimescale < 500) { - float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale; - if (Prim.IsColliding) - VAservo = pTimestep * 0.05f / m_verticalAttractionTimescale; + Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; + verticalError.Normalize(); + m_verticalAttractionMotor.SetCurrent(verticalError); + m_verticalAttractionMotor.SetTarget(Vector3.UnitZ); + verticalAttractionContribution = m_verticalAttractionMotor.Step(pTimestep); + /* + // Take a vector pointing up and convert it from world to vehicle relative coords. + Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; + verticalError.Normalize(); - VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); + // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) + // is now leaning to one side (rotated around the X axis) and the Y value will + // go from zero (nearly straight up) to one (completely to the side) or leaning + // front-to-back (rotated around the Y axis) and the value of X will be between + // zero and one. + // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. - // Create a vector of the vehicle "up" in world coordinates - Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; - // verticalError.X and .Y are the World error amounts. They are 0 when there is no - // error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its - // side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall - // and .Z will go negative. Similar for tilt and |.Y|. .X and .Y must be - // modulated to prevent a stable inverted body. - - // Error is 0 (no error) to +/- 2 (max error) - verticalError.X = Math.Max(-2f, Math.Min(verticalError.X, 2f)); - verticalError.Y = Math.Max(-2f, Math.Min(verticalError.Y, 2f)); - - // scale it by VAservo (timestep and timescale) - verticalError = verticalError * VAservo; - - // 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. + // If verticalError.Z is negative, the vehicle is upside down. Add additional push. + if (verticalError.Z < 0f) + { + verticalError.X = 2f - verticalError.X; + verticalError.Y = 2f - verticalError.Y; + } + + // Y error means needed rotation around X axis and visa versa. 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); - verticalAttractionContribution.X += bounce * angularVelocity.X; - verticalAttractionContribution.Y += bounce * angularVelocity.Y; + // scale by the time scale and timestep + Vector3 unscaledContrib = verticalAttractionContribution; + verticalAttractionContribution /= m_verticalAttractionTimescale; + verticalAttractionContribution *= pTimestep; - VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}", - Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, verticalAttractionContribution); + // apply efficiency + Vector3 preEfficiencyContrib = verticalAttractionContribution; + float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; + verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); + + VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", + Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, + m_verticalAttractionEfficiency, efficencySquared, + verticalAttractionContribution); + */ } @@ -989,15 +1019,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin } // ================================================================== - // 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; - m_lastAngularVelocity.Y = 0; - 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. -- cgit v1.1