From 68fe7dff20fb38480a1c760f1347dafac43899c5 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 27 Nov 2012 05:37:06 -0800 Subject: BulletSim: reorganize angular movement routine into separate subroutines enabling external calibration routines and unit testing. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 209 +++++++++++---------- 1 file changed, 114 insertions(+), 95 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index d94abf4..eb4d06a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -317,7 +317,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_VhoverEfficiency = 0; m_VhoverTimescale = 0; m_VehicleBuoyancy = 0; - + m_linearDeflectionEfficiency = 1; m_linearDeflectionTimescale = 1; @@ -366,8 +366,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_bankingMix = 1; m_referenceFrame = Quaternion.Identity; - m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY - | VehicleFlag.HOVER_TERRAIN_ONLY + m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY + | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP @@ -575,7 +575,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass); BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); - VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}", + VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}", Prim.LocalID, friction, localInertia, angularDamping); } } @@ -759,13 +759,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce // has a decay factor. This says this force should // be computed with a motor. - VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", + VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", Prim.LocalID, distanceAboveGround, limitMotorUpContribution); } // ================================================================== - Vector3 newVelocity = linearMotorContribution - + terrainHeightContribution + Vector3 newVelocity = linearMotorContribution + + terrainHeightContribution + hoverContribution + limitMotorUpContribution; @@ -801,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", - Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, + Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, newVelocity, Prim.Velocity, totalDownForce); } // end MoveLinear() @@ -850,8 +850,84 @@ namespace OpenSim.Region.Physics.BulletSPlugin VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); } + Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep); + + Vector3 deflectionContribution = ComputeAngularDeflection(pTimestep); + + Vector3 bankingContribution = ComputeAngularBanking(pTimestep); + + // ================================================================== + m_lastVertAttractor = verticalAttractionContribution; + + // Sum velocities + m_lastAngularVelocity = angularMotorContribution + + verticalAttractionContribution + + bankingContribution + + deflectionContribution; + + // ================================================================== + //Offset section + if (m_linearMotorOffset != Vector3.Zero) + { + //Offset of linear velocity doesn't change the linear velocity, + // but causes a torque to be applied, for example... + // + // IIIII >>> IIIII + // IIIII >>> IIIII + // IIIII >>> IIIII + // ^ + // | Applying a force at the arrow will cause the object to move forward, but also rotate + // + // + // The torque created is the linear velocity crossed with the offset + + // TODO: this computation should be in the linear section + // because that is where we know the impulse being applied. + Vector3 torqueFromOffset = Vector3.Zero; + // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); + if (float.IsNaN(torqueFromOffset.X)) + torqueFromOffset.X = 0; + if (float.IsNaN(torqueFromOffset.Y)) + torqueFromOffset.Y = 0; + if (float.IsNaN(torqueFromOffset.Z)) + torqueFromOffset.Z = 0; + torqueFromOffset *= m_vehicleMass; + Prim.ApplyTorqueImpulse(torqueFromOffset, true); + VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); + } + // ================================================================== - Vector3 verticalAttractionContribution = Vector3.Zero; + if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) + { + m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. + Prim.ZeroAngularMotion(true); + VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); + } + else + { + // Apply to the body. + // The above calculates the absolute angular velocity needed. Angular velocity is massless. + // Since we are stuffing the angular velocity directly into the object, the computed + // velocity needs to be scaled by the timestep. + // Also remove any motion that is on the object so added motion is only from vehicle. + Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) + - Prim.ForceRotationalVelocity); + // Unscale the force by the angular factor so it overwhelmes the Bullet additions. + Prim.ForceRotationalVelocity = applyAngularForce; + + VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", + Prim.LocalID, + angularMotorContribution, verticalAttractionContribution, + bankingContribution, deflectionContribution, + applyAngularForce, m_lastAngularVelocity + ); + } + } + + public Vector3 ComputeAngularVerticalAttraction(float pTimestep) + { + Vector3 ret = Vector3.Zero; + // If vertical attaction timescale is reasonable and we applied an angular force last time... if (m_verticalAttractionTimescale < 500) { @@ -859,7 +935,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin verticalError.Normalize(); m_verticalAttractionMotor.SetCurrent(verticalError); m_verticalAttractionMotor.SetTarget(Vector3.UnitZ); - verticalAttractionContribution = m_verticalAttractionMotor.Step(pTimestep); + ret = m_verticalAttractionMotor.Step(pTimestep); /* // Take a vector pointing up and convert it from world to vehicle relative coords. Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; @@ -895,15 +971,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin 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, + Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, m_verticalAttractionEfficiency, efficencySquared, verticalAttractionContribution); */ } + return ret; + } + + public Vector3 ComputeAngularDeflection(float pTimestep) + { + Vector3 ret = Vector3.Zero; - // ================================================================== - Vector3 deflectionContribution = Vector3.Zero; if (m_angularDeflectionEfficiency != 0) { // Compute a scaled vector that points in the preferred axis (X direction) @@ -914,24 +994,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); // Scale by efficiency and timescale - deflectionContribution = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; + ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; + + VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); - VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", - Prim.LocalID, preferredAxisOfMotion, deflectionContribution); // This deflection computation is not correct. - deflectionContribution = Vector3.Zero; + ret = Vector3.Zero; } + return ret; + } + + public Vector3 ComputeAngularBanking(float pTimestep) + { + Vector3 ret = Vector3.Zero; - // ================================================================== - Vector3 bankingContribution = Vector3.Zero; if (m_bankingEfficiency != 0) { Vector3 dir = Vector3.One * Prim.ForceOrientation; - float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1); - //Changes which way it banks in and out of turns + float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1); + //Changes which way it banks in and out of turns //Use the square of the efficiency, as it looks much more how SL banking works - float effSquared = (m_bankingEfficiency*m_bankingEfficiency); + float effSquared = (m_bankingEfficiency * m_bankingEfficiency); if (m_bankingEfficiency < 0) effSquared *= -1; //Keep the negative! @@ -953,99 +1037,34 @@ namespace OpenSim.Region.Physics.BulletSPlugin } else { - bankingContribution.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4; + ret.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4; } //If they are colliding, we probably shouldn't shove the prim around... probably if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) { - float angVelZ = m_angularMotorVelocity.X*-1; + float angVelZ = m_angularMotorVelocity.X * -1; /*if(angVelZ > mix) angVelZ = mix; else if(angVelZ < -mix) angVelZ = -mix;*/ //This controls how fast and how far the banking occurs - Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0); + Vector3 bankingRot = new Vector3(angVelZ * (effSquared * mult), 0, 0); if (bankingRot.X > 3) bankingRot.X = 3; else if (bankingRot.X < -3) bankingRot.X = -3; bankingRot *= Prim.ForceOrientation; - bankingContribution += bankingRot; + ret += bankingRot; } m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; - VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", - Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, bankingContribution); - } - - // ================================================================== - m_lastVertAttractor = verticalAttractionContribution; - - // Sum velocities - m_lastAngularVelocity = angularMotorContribution - + verticalAttractionContribution - + bankingContribution - + deflectionContribution; - - // ================================================================== - //Offset section - if (m_linearMotorOffset != Vector3.Zero) - { - //Offset of linear velocity doesn't change the linear velocity, - // but causes a torque to be applied, for example... - // - // IIIII >>> IIIII - // IIIII >>> IIIII - // IIIII >>> IIIII - // ^ - // | Applying a force at the arrow will cause the object to move forward, but also rotate - // - // - // The torque created is the linear velocity crossed with the offset - - // TODO: this computation should be in the linear section - // because that is where we know the impulse being applied. - Vector3 torqueFromOffset = Vector3.Zero; - // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); - if (float.IsNaN(torqueFromOffset.X)) - torqueFromOffset.X = 0; - if (float.IsNaN(torqueFromOffset.Y)) - torqueFromOffset.Y = 0; - if (float.IsNaN(torqueFromOffset.Z)) - torqueFromOffset.Z = 0; - torqueFromOffset *= m_vehicleMass; - Prim.ApplyTorqueImpulse(torqueFromOffset, true); - VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); - } - - // ================================================================== - if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) - { - m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. - Prim.ZeroAngularMotion(true); - VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); - } - else - { - // Apply to the body. - // The above calculates the absolute angular velocity needed. Angular velocity is massless. - // Since we are stuffing the angular velocity directly into the object, the computed - // velocity needs to be scaled by the timestep. - // Also remove any motion that is on the object so added motion is only from vehicle. - Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - - Prim.ForceRotationalVelocity); - // Unscale the force by the angular factor so it overwhelmes the Bullet additions. - Prim.ForceRotationalVelocity = applyAngularForce; - - VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", - Prim.LocalID, - angularMotorContribution, verticalAttractionContribution, - bankingContribution, deflectionContribution, - applyAngularForce, m_lastAngularVelocity - ); + VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", + Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret); } + return ret; } + // This is from previous instantiations of XXXDynamics.cs. // Applies roll reference frame. // TODO: is this the right way to separate the code to do this operation? -- cgit v1.1